TEXT: 69
  Ultimate
  Onmyōdō
  A collection of classes and
  magic systems based on
  traditional Japanese
  occult druidism
  Haiku • Petitions • Omamori
  Shikigami • O-Fuda
  Bradley Crouch
  II.. G
  G ..
  
  Table of Contents
  The Onmyōji
  1
  Table: The Onmyōji
  1
  Shikigami
  4
  Table: The Shikigami
  4
  Table: Construct Bonus Hit Points by Size
  5
  Favored Class Bonuses
  6
  Onmyōji Archetypes
  7
  Grinning Fox (Archetype)
  7
  Herald of the Lucky God (Archetype)
  7
  Mokusei (Archetype)
  9
  Oathbearer (Archetype)
  10
  Table: The Oathbearer
  11
  Shubo­sha (Archetype)
  13
  Optional Ruleset: Shikigami Ascendant
  14
  Introduction and Ascendant Creation
  14
  Shikigami Ascendant
  15
  Table: The Shikigami Ascendant
  16
  Origami Folds
  18
  Warrior Poet
  22
  Table: The Warrior Poet
  22
  Sidebar: An Introduction to Cutting Words
  23
  Favored Class Bonuses
  26
  Warrior Poet Archetypes
  27
  Kigoist (Archetype)
  27
  Onmyōdō Feats
  29
  Shikigami Feats
  34
  Friendship Feats
  35
  Petitions Summary
  36
  Petitions List
  38
  Table: Militia of Spirits
  46
  Talismans Summary
  49
  Talismans List
  52
  The Poetry Book
  60
  Kireji List
  60
  Haiku Topics Summary
  61
  Haiku Topics List
  63
  Legal
  67
  Pathfinder and associated marks and logos are trademarks of
  Paizo Inc., and are used under license. See
  paizo.com/pathfinderRPG for more information on the
  Pathfinder Roleplaying Game.
  Author
  Bradley Crouch
  Editor
  Bradley Crouch
  Cover Artist
  Vera Crouch
  Character Artist
  Miguel Santos
  i
  Bradley Crouch
  Table of Contents
  
  The Onmyōji
  Onmyōdō can be best described as an occult tradition
  grounded in the natural world. To the onmyōji,
  practitioners of onmyōdō, the world is awash in spirits,
  some the souls of the ancestors, others spirits who tend
  to and guide the development of the natural world.
  Onmyōji are uniquely suited to act as an emissary to
  this world of spirits, taking their advice and applying it
  to the mortal world. This makes the onmyōji a
  powerful diviner, and having the favor of mighty
  spirits is itself a valuable asset when danger rears its
  ugly head.
  Role: Through a personal bond with the spirits of the
  world, an onmyōji and his shikigami minion offer
  powerful area support through the use of special
  talismans, as well as the ability to petition for the aid of
  powerful spirits.
  Alignment: Any.
  Hit Die: d6
  Starting Wealth: 2d6 x 10 gp (average 70 gp.) In
  addition, each character begins play with an outfit
  worth 10 gp or less.
  The onmyōji's class skills are Bluff (Cha), Craft (any)
  (Int) Diplomacy (Cha), Heal (Wis), Linguistics (Int),
  Knowledge (arcana) (Int), Knowledge (nature) (Int),
  Knowledge (planes) (Int), Knowledge (religion) (Int),
  Profession
  (Wis),
  Ride
  (Str),
  Sense
  Motive
  (Wis),
  Survival (Wis), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  1
  Ultimate Onmyōdō
  Interjection Games
  Table: The Onmyōji
  
  The following are all class features of the onmyōji.
  Weapon Proficiency: The onmyōji is proficient with
  all simple weapons, the kukri, the double chicken saber,
  the tonfa, the monk’s spade, and the naginata.
  Armor and Shield Proficiency: Onmyōji are not
  proficient with any kind of armor, but are proficient
  with shields, but not tower shields. If wearing armor or
  using a shield with which he is not proficient, the spirit
  point cost of the onmyōji’s petitions increases by +1 and
  the duration of his talismans is reduced by half.
  Aid of the Minor Kami (Sp): Just as an onmyōji is
  the spirit world's envoy to the realm of mortals, the
  onmyōji uses his shikigami's connections with the
  minor spirits of the spirit world to receive their aid
  without the need to petition them formally. Each
  morning when he replenishes his spirit pool, the
  onmyōji selects two wizard cantrips and two cleric
  orisons. He retains knowledge of the chosen spells until
  the next time he uses this ability, at which point he
  promptly forgets them before choosing a new set of
  orisons and cantrips. If the onmyōji is within 20 feet of
  his shikigami, he may cast any of the chosen spells at
  will with a caster level equal to his onmyōji level and
  Wisdom as his key ability.
  The range of this ability will scale with the Hit Dice of
  the shikigami, much like the "connection" abilities on
  the pet itself.
  Shikigami
  An onmyōji begins play with a shikigami, a kami that
  has been bound to his service that resides in an origami
  paper vessel. Full details for the onmyōji's shikigami are
  found in Section: Shikigami.
  If a shikigami is dismissed, lost, or dies, it can be
  replaced 1 week later through a specialized ritual that
  costs 200 gp per onmyōji level. The ritual takes 8 hours
  to complete.
  Spirit Pool (Su): At 1st level, an onmyōji gains a pool
  of spirit points, a measure of his ability to petition the
  spirit realm for aid. The number of points in an
  onmyōji's spirit pool is equal to his Charisma modifier,
  plus an additional 2 for every three onmyōji levels he
  possesses.
  The spirit pool is replenished each morning after 8
  hours of rest or meditation; these hours do not need to
  be consecutive.
  By spending 1 point from his spirit pool, an onmyōji can
  do one of the following:
  Reach of the Spirits: As a swift action, the onmyōji may
  increase his reach by 5 feet per onmyōji level for the
  purpose of placing talismans. This effect lasts for 1
  round.
  Lingering Blessing: As a swift action, the onmyōji may
  increase the remaining duration of a single talisman
  within 60 feet by 5 rounds. There is no limit to how high
  the remaining duration of a talisman can go in this
  fashion.
  Iron Talismans: As a swift action, the onmyōji may
  increase the hardness of all active talismans within 60
  feet by an amount equal to his Wisdom modifier. This is
  an enhancement bonus. This effect lasts for 1 round. An
  onmyōji must be at least 5th level to use this ability.
  Spiritual Beacon: As a swift action, the onmyōji may
  increase the radius of a single o­fuda talisman within 60
  feet by 5 feet. This is an enhancement bonus. This effect
  lasts for the duration of the talisman. An onmyōji must
  be at least 7th level to use this ability.
  If the onmyōji is at least 14th level, he may increase the
  radius of two o­fuda talismans within 60 feet instead.
  Buffered
  Talisman:
  As
  an
  immediate
  action,
  the
  onmyōji may grant a single active talisman temporary
  hit points equal to three times his Wisdom modifier.
  This effect lasts for the duration of the talisman. An
  onmyōji must be at least 11th level to use this ability.
  By spending 2 points from his spirit pool, an onmyōji
  can do one of the following:
  Spiritual Beacon, Greater: As a swift action, the
  onmyōji may increase the radius of a single o­fuda
  talisman
  within
  60
  feet
  by
  10
  feet.
  This
  is
  an
  enhancement bonus. This effect lasts for the duration of
  the talisman. An onmyōji must be at least 11th level to
  use this ability.
  If the onmyōji is at least 16th level, he may increase the
  radius of two o­fuda talismans within 60 feet instead.
  Lingering
  Blessing,
  Mass:
  As
  a
  swift
  action,
  the
  onmyōji may increase the remaining duration of all
  active talismans within 60 feet by 5 rounds. There is no
  limit to how high the remaining duration of a talisman
  can go in this fashion. An onmyōji must be at least 13th
  level to use this ability.
  Spiritual Talisman: As a swift action, the next talisman
  the onmyōji places this round does not deduct from his
  daily uses of the talismans class feature. An onmyōji
  must be at least 17th level to use this ability.
  O­fudamori: When placing an o­fuda talisman, the
  onmyōji may treat it as an omamori talisman for the
  purpose of its prayer. In all other respects, it is still an o­
  fuda talisman. In essence, this means that the onmyōji's
  o­fudamori talisman has the area of effect of an o­fuda
  and the raw power of an omamori.
  This ability can only be used if the o­fuda's prayer is
  compatible with both o­fuda and omamori talismans.
  An onmyōji must be at least 20th level to use this
  ability.
  2
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  The Onmyōji
  
  Talismans (Su)
  Onmyōji are known for their connection with the spirits
  that populate the world, and one of the most iconic
  interactions
  between
  these
  two
  parties
  is
  the
  manufacture of talismans fueled by the supernatural
  power of the spirit world. Talismans are small tokens,
  usually made of cloth, paper, or wood, that have been
  decorated with glyphs showing the provenance of their
  source of power, and then filled with one or more
  prayers that give that power direction.
  An onmyōji begins play with two prayers for which he
  meets all of the prerequisites. (See Section: Talisman
  List) At 3rd level and every two onmyōji levels
  thereafter, he gains an additional prayer for which he
  meets all of the prerequisites.
  Talismans come in two flavors: o­fuda and omamori.
  When placing a talisman (see the individual listings for
  o­fuda and omamori talismans), the onmyōji selects a
  single prayer that he knows that is compatible with the
  chosen type of talisman. Most prayers are compatible
  with both types of talisman; however, some prayers
  have effects that really only work in an area­of­effect or
  single­target manner, thus necessitating compatibility
  with only one type of talisman. For its duration, the
  talisman elicits the chosen prayer's effect.
  To place a talisman, an onmyōji must have one hand
  free and a Wisdom score equal to at least 10 + 1/2 the
  minimum level of the prayer added to the talisman. The
  onmyōji has a petitioner level equal to his onmyōji level
  for the purpose of determining the magnitude of effect
  of a talisman he places. Each day, an onmyōji can place
  a number of talismans equal to his onmyōji level + his
  Wisdom modifier.
  Both o­fuda and omamori talismans never allow saving
  throws. A talisman of any kind has hardness equal to
  the onmyōji's Wisdom modifier and hit points equal to
  three times the onmyōji's class level. Melee attacks
  made against an o­fuda talisman are automatically
  successful,
  while
  melee
  attacks
  made
  against
  an
  omamori talisman are automatically successful if the
  subject of the talisman is willing to have its talisman
  struck; otherwise, the attack is made against an AC of
  the touch AC of the subject +2. Ranged attacks are made
  against an AC of 9 if the target is an o­fuda talisman or
  an omamori talisman worn by a willing subject, or made
  against an AC of the touch AC of the subject +2 if the
  subject is unwilling.
  O­fuda talismans take damage from area of effect
  abilities, such as the fireball spell, as normal, and
  automatically fail their saving throws against such
  effects, while omamori talismans only take damage
  from area of effect abilities if the subject either rolls a
  natural “1” on his saving throw or intentionally fails its
  saving throw.
  If a talisman is reduced to 0 hit points, it is destroyed
  and its effects end immediately; otherwise, a talisman
  has a duration of 3 rounds + 1 round per onmyōji level.
  O­fuda: O­fuda talismans were originally designed to
  ward entire households at once, keeping out evil spirits
  and bad luck, or promoting fortune and cheer within its
  boundaries. Taken out of its traditional home and made
  a tool for the adventuring onmyōji, o­fuda talismans are
  the gold standard for area warding. When an o­fuda
  talisman is placed on a solid surface in an unoccupied 5­
  foot square within reach, a standard action, it affects a
  10­foot radius centered on the talisman. Once placed, an
  o­fuda becomes affixed to that surface and cannot be
  moved unless it is destroyed or its duration ends.
  Omamori: Omamori talismans were originally designed
  for personal protection, and this translates well to the
  adventuring profession. When an omamori talisman is
  placed on a creature occupying a square within reach, a
  standard action, it affects just that creature. If the
  creature is not a willing recipient, then the onmyōji
  must make a melee touch attack. If successful, the
  talisman is affixed to the subject and cannot be removed
  unless it is destroyed or its duration ends. A failed melee
  touch attack provokes attacks of opportunity, but does
  not consume a daily talisman use.
  Petition Spirits (Su): An onmyōji enjoys a solid
  rapport with the spirit world. The various kami know
  the onmyōji's name, and many are willing to render
  assistance when asked respectfully and with appropriate
  ritual. At 2nd level and every two onmyōji levels
  thereafter, the onmyōji selects one petition for which he
  meets all the prerequisites. Unless stated otherwise, an
  onmyōji cannot select an individual petition more than
  once.
  To use a petition, an onmyōji must have a Charisma
  score equal to at least 10 + 1/2 minimum level of that
  petition. For the purpose of his petitions, an onmyōji
  has a petitioner level equal to his onmyōji level.
  The Difficulty Class (DC) for a saving throw against an
  onmyōji’s petition is 10 + 1/2 the onmyōji’s class level +
  the onmyōji’s Charisma modifier.
  3
  Ultimate Onmyōdō
  Interjection Games
  
  Shikigami
  A shikigami is a kami, usually summoned by and bound
  to an onmyōji, inhabiting lavishly­folded origami paper
  as an anchor to the physical world. Though a spirit, a
  shikigami's paper vessel is what allows it to interact with
  the world at large. As a result, it is considered to be a
  Construct for the purpose of effects that depend on its
  type. A shikigami's Hit Dice, base attack bonus, and
  base save bonuses are dependent upon its master's
  onmyōji level, and the progression of these quantities as
  it relates to its master's onmyōji level is given on Table:
  The Shikigami.
  A shikigami is a Tiny Construct with a Strength score of
  6, a Dexterity score as listed on the table below, no
  Constitution score, and a score of 10 in Intelligence,
  Wisdom, and Charisma. It has a base land speed of 20
  feet, a fly speed of 30 feet with perfect maneuverability,
  and a natural slam attack. A Shikigami speaks all
  languages its master speaks, with a voice like an echo on
  the wind. A shikigami cannot also function as a familiar.
  Levels of different classes that are entitled to shikigamis
  stack for the purpose of determining any shikigami
  abilities that depend on the master's level.
  If a shikigami is dismissed, lost, or dies, it can be
  replaced 1 week later through a specialized ritual that
  costs 100 gp per onmyōji level. The ritual takes 8 hours
  to complete.
  4
  Bradley Crouch
  The Onmyōji
  Table: The Shikigami
  
  Master's Class Level: This is the character's onmyōji
  level.
  HD: This is the total number of 10­sided (d10) Hit Dice
  the shikigami possesses. As a shikigami is a Construct, it
  does not gain a Constitution modifier.
  BAB: This is the shikigami’s base attack bonus. A
  shikigami’s base attack bonus is equal to its Hit Dice.
  Shikigami do not gain additional attacks using their
  natural weapons for a high base attack bonus.
  Fort Save: This is the shikigami's base Fortitude
  saving throw modifier.
  Reflex Save: This is the shikigami's base Reflex saving
  throw modifier.
  Will Save: This is the shikigami's base Will saving
  throw modifier.
  Skills: This lists the shikigami’s total skill ranks. A
  shikigami can assign skill ranks to any skill, but it may
  not have the necessary appendages to use some skills. A
  shikigami receives a number of skill ranks equal to 2 +
  its Intelligence modifier per HD. A shikigami cannot
  have more ranks in a skill than it has Hit Dice.
  Shikigami skill ranks are set once chosen, but can be
  resassigned if a shikigami is lost or dismissed and a new
  one is bound to the onmyōji.
  The shikigami's class skills are Escape Artist (Dex), Fly
  (Dex), Knowledge (nature) (Int), Knowledge (planes)
  (Int), Knowledge (religion), (Int), Perception (Wis), and
  Stealth (Dex).
  Feats: This is the total number of feats possessed by a
  shikigami. Shikigami can select any feat that they
  qualify for, but they must possess the appropriate
  appendages to use some feats. Shikigami feats are set
  once chosen, but can be reassigned if a shikigami is lost
  or dismissed and a new one is bound to the onmyōji.
  Dex: This is the shikigami's Dexterity score.
  Special: This includes a number of abilities gained by
  all shikigami as they increase in power. Each of these
  bonuses is described below.
  Linked Endurance (Su): If within 20 feet of its master, a
  shikigami gains hardness equal to its master's Wisdom
  modifier.
  Origami Form (Ex): A shikigami is held in an origami
  shell that is made to look like a type of familiar. A
  shikigami can be made to look like any kind of familiar,
  but is always Tiny regardless of the size of the thing it is
  made to look like. If within 20 feet of its master, a
  shikigami grants its master the same bonus a wizard
  gets for having a familiar of that type. In addition, the
  shikigami has the natural attacks of the creature into
  whose shape it is folded.
  Share Talismans (Su): If within 20 feet of its master, a
  shikigami may place talismans, using any prayer that its
  master knows. Talismans placed in this fashion deduct
  from the onmyōji's daily allotment. Further, their
  duration is based on the shikigami's Hit Dice rather
  than the onmyōji's class level; all other effects are based
  on the onmyōji's class level.
  Speak with Master (Ex): A shikigami and the master
  can communicate verbally as if they were using a
  common language. Other creatures do not understand
  the communication without magical help.
  Spirit Pool (Su): Itself a spiritual being, a shikigami has
  a pool of spirit points, a measure of its ability to
  influence the world in strange and miraculous ways. The
  number of points in a shikigami's spirit pool is equal to
  the number of Hit Dice it possesses.
  A shikigami may use any spirit pool ability, such as iron
  talismans, that its master knows, but can only affect
  talismans it has placed itself. It may also cast any
  petition its master knows with a petitioner level equal to
  its Hit Dice.
  The shikigami's spirit pool is replenished whenever its
  master's spirit pool is replenished.
  Powerful Bond (Ex): If the master is 2nd level or
  higher, the range of the shikigami's linked endurance,
  origami form, and share talisman abilities, as well as its
  master's aid of the minor kami class feature, increases
  by +5 feet for every Hit Die the shikigami possesses
  beyond the first.
  Improved Evasion (Ex): If the master is 5th level or
  higher, when subjected to an attack that normally allows
  a Reflex saving throw for half damage, a shikigami takes
  no damage if it makes a successful saving throw and half
  damage even if the saving throw fails.
  Bulky Spirit (Ex): If the master is 9th level or higher,
  treat the shikigami as though it were one size category
  larger for the purpose of bonus hit points granted to a
  construct based on its size. If the master is 15th level or
  higher, treat the shikigami as though it were two size
  categories larger instead.
  5
  Ultimate Onmyōdō
  Interjection Games
  Table: Construct Bonus Hit
  Points by Size
  
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some
  races have the option of choosing from a number of
  other bonuses, depending upon their Favored Classes.
  The following options are available to the listed race
  who have onmyōji as their Favored Class, and unless
  otherwise stated, the bonus applies each time you select
  the listed Favored Class reward.
  Aasimar – Add +1/3 of a round to the duration added to
  talismans
  by
  the
  lingering
  blessing
  and
  lingering
  blessing, mass spirit pool abilities.
  Drow – Add +1/3 to the size of the onmyōji's spirit pool.
  Dwarf – Add +1/2 to the shikigami's hardness.
  Elf ­ The onmyōji's shikigami adds +1/6 of a bonus feat.
  It must meet all of the prerequisites of this bonus feat. If
  the shikigami is lost, destroyed, or dismissed, its
  replacement gains this benefit.
  Goblin – Whenever the subject of a single­target
  petition you cast critically fails its saving throw against
  that petition, the petition deals an additional +1 damage
  to the subject. The damage type of this additional
  damage is the same damage type as that dealt by the
  petition normally.
  Gnome – Every 5 times this bonus is selected, choose a
  petition.
  Whenever
  the
  onmyōji
  casts
  the
  chosen
  petition, if his shikigami is within 60 feet, he heals the
  shikigami for points of damage equal to his Charisma
  modifier.
  Half­elf – Add +1/6 of a bonus feat. The onmyōji must
  meet all of the prerequisites of this bonus feat.
  Halfling – Add +1/5 to initiative checks when within
  arm's reach of the shikigami.
  Half­orc – Every 3 times this bonus is selected,
  successfully
  placing
  an
  omamori
  on
  an
  unwilling
  creature deals 1 point of bleed damage. This damage
  stacks with other bleed effects.
  Hobgoblin – Add +2 to the hit points of talismans
  placed by the onmyōji.
  Human – Every 7 times this bonus is selected, add +5
  feet to the radius of effect of the onmyōji's o­fuda
  talismans.
  Kitsune – Add +1/2 of a round to the duration of any
  talisman that changes any quantity from one type to
  another, such as a talisman that transforms all energy
  damage dealt to or by the subject to fire damage.
  Kobold – Add +1/3 to the number of talismans the
  onmyōji can place daily.
  Orc – Every 3 times this bonus is selected, successfully
  placing an omamori on an unwilling creature deals 1
  point of bleed damage. This damage stacks with other
  bleed effects.
  Puddling – Add +1/6 to both the size of the onmyōji's
  spirit pool and the number of talismans he can place
  daily.
  Tiefling – Creatures who damage a talisman under the
  effects of the iron talismans spirit pool ability in melee
  take damage equal to half the number of times this
  favored class bonus has been selected.
  6
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  The Onmyōji
  
  Onmyōji Archetypes
  It is said that there are as many ways to connect to
  nature as there are onmyōji to do the connecting. Of
  course, some approaches are more novel than others.
  Grinning Fox (Archetype)
  Just as no two kami are alike, the personalities of their
  onmyōji are legion. Those who find a certain affinity
  for being tricksters tend to gravitate toward the magic
  of the kitsune rather than bind a shikigami to their
  service, and, as a result, require no connection with a
  servant to tap into the magic of the spirit world. Those
  lesser kami who aren’t fond of being trapped in a
  paper shell are profoundly grateful whenever this is
  the case.
  Grinning foxes have the following class features:
  Kitsune
  Magic
  (Sp):
  Each
  morning
  when
  he
  replenishes his spirit pool, a grinning fox of 1st level or
  higher selects one wizard cantrip and one cleric orison.
  He retains knowledge of the chosen spells until the next
  time he uses this ability, at which point he promptly
  forgets them before choosing a new set of orisons and
  cantrips. The grinning fox may cast any of the chosen
  spells at will with a caster level equal to his grinning fox
  level and Charisma as his key ability.
  This ability replaces aid of the minor kami.
  Kitsune Tail (Sp): At 1st level, a grinning fox grows a
  kitsune’s tail, granting him the ability to cast lesser
  confusion as a spell­like ability twice per day. His caster
  level is equal to his grinning fox level, and he uses
  Charisma as his key ability.
  In addition, the grinning fox is treated as a kitsune for
  the purpose of meeting the racial prerequisite of the
  Magical Tail feat.
  Spirit Pool (Su): At 1st level, a grinning fox gains a
  pool of spirit points, a measure of his ability to petition
  the spirit realm for aid. The number of points in a
  grinning fox’s spirit pool is equal to his grinning fox
  level + his Charisma modifier.
  A grinning fox’s spirit pool abilities remain unchanged.
  The spirit pool is replenished each morning after 8
  hours of rest or meditation; these hours do not need to
  be consecutive.
  This ability modifies spirit pool.
  Magical Tail (Ex): At 2nd level and every two
  grinning fox levels thereafter, the grinning fox gains the
  Magical Tail feat as a bonus feat. If he has already
  gained this feat eight times, choose one of the spell­like
  abilities granted by the Magical Tail feat instead. The
  grinning fox may cast the chosen spell­like ability an
  additional time per day.
  This ability replaces shikigami.
  Herald of the Lucky God (Archetype)
  While the Seven Lucky Gods get along quite well, they
  have a special place in their hearts for those mortals
  who choose one of them above the others. This creates a
  bit of a friendly rivalry, and though a mortal who
  dedicates himself to one of the Seven finds himself
  without the gifts of the other six, it’s not like it’s
  anything personal. It just makes the game more
  interesting for the deities.
  Heralds of the lucky god have the following class
  features:
  Friends in Lucky Places
  At 1st level, a herald of the lucky god chooses one of the
  Seven Lucky Gods to worship above the others. The
  chosen Lucky God is treated as a close friend and ally.
  Once made, this decision cannot be changed.
  Benzaiten ­ The only woman among the Seven Lucky
  Gods, Benzaiten is an accomplished singer who has
  dominion over all that flows, be it water, music, or
  knowledge itself.
  Bishamonten ­ Bishamonten, warrior of the Seven
  Lucky Gods, is said to be as temperamental as he is
  serious about punishing evildoers, and acts as sentinel
  for places of worship.
  Daikokuten ­ Wielder of the magic wishing mallet,
  which can make anything he desires appear out of thin
  air with a single swing, Daikokuten’s sphere of influence
  is firmly rooted in commerce and success.
  Ebisu ­ Ebisu was initially born as a torso without a
  skeleton. Fighting against his situation, he eventually
  grew his sea legs (as well as the rest of what he was
  missing), and went on to become the fisherman of the
  Seven Lucky Gods. Though still somewhat infirm, he
  goes through life with a smile and can wrestle any fish to
  the shore.
  Fukorokuju
  ­
  Wisest
  of
  the
  Seven
  Lucky
  Gods,
  Fukorokuju carries a book containing the expected
  lifespan of all upon the earth and is the only one among
  his peers who can return the dead to life.
  Hotei
  ­
  Fat
  and
  always
  smiling,
  Hotei
  embodies
  contentment itself. As he has want for nothing, it is said
  that rubbing his belly brings good luck and fortune.
  Jurōjin ­ The grandson of Fukorokuju, dwarf­like
  Jurōjin struggles to differentiate himself from his
  grandfather. He, too, knows the lifespan of all men, but
  cannot raise the dead. Among the Seven Lucky Gods, it
  is Jurōjin who has no true independent following, but
  generally receives worship only as a member of the
  pantheon.
  7
  Ultimate Onmyōdō
  Interjection Games
  Grinning Fox
  (Archetype)
  Herald of the Lucky God (Archetype)
  
  Lucky God’s Petition
  Whenever a herald of the lucky god gains a class level, if
  he meets the prerequisites for the petition associated
  with his chosen Lucky God, then he gains it as a bonus
  petition. The herald of the lucky god can never learn any
  of the petitions associated with the other Lucky Gods.
  Benzaiten ­ song of benzaiten
  Bishamonten ­ bishamonten’s fury
  Daikokuten ­ bounty of the magic mallet
  Ebisu ­ ebisu’s catch
  Fukorokuju ­ fukorokuju’s call
  Hotei ­ contentment of hotei
  Jurōjin ­ longevity of jurōjin
  Friendship Feat
  Whenever a herald of the lucky god gains a class level, if
  he meets the prerequisites for the friendship feat
  associated with his chosen Lucky God, then he gains it
  as a bonus feat.
  Benzaiten ­ Friend of Benzaiten
  Bishamonten ­ Friend of Bishamonten
  Daikokuten ­ Friend of Daikokuten
  Ebisu ­ Friend of Ebisu
  Fukorokuju ­ Friend of Fukorokuju
  Hotei ­ Friend of Hotei
  Jurōjin ­ Friend of Jurojin
  This ability replaces aid of the minor kami.
  Lucky God’s Cantrip: At 3rd level, the herald of the
  lucky god gains an ability associated with his chosen
  Lucky God.
  Benzaiten ­ All That Flows (Ex) ­ The herald of the
  lucky god can make Knowledge checks untrained, and
  treats all Knowledge skills as though they were class
  skills.
  Bishamonten ­ Wrath of the Sentinel (Ex) ­ Whenever
  the herald of the lucky god readies an action, but does
  not take that action, he gains a +2 insight bonus to
  attack rolls and AC on the following round.
  Daikokuten ­ Hammerspace (Su) ­ The herald of the
  lucky god gains access to a tiny pocket of hammerspace.
  As a standard action, he may cause a single item held in
  his hands weighing no more than 5 pounds to vanish
  into thin air, only to recall it back into one of his empty
  hands as a standard action at a later time. The herald of
  the lucky god can only store a single item in this manner
  at any one time.
  Ebisu ­ Sea Legs (Ex) ­ The herald of the lucky god
  treats terrain that is difficult due to water, such as
  wetlands, as though it were not difficult terrain. In
  addition, he gains a +4 luck bonus to Survival checks
  made to catch food sourced from a body of water.
  Fukorokuju ­ Frequent Dier (Su) ­ Whenever the herald
  of the lucky god is raised from the dead, his pockets
  become filled with pieces of gold equivalent to 10% of
  the material components cost of the spell that returned
  him to life, if any.
  Hotei ­ Always Content (Su) ­ The herald of the lucky
  god needs only sleep 2 hours per day to gain the benefit
  of 8 hours of sleep. This allows a spellcaster that
  requires rest to prepare spells to do so after only 2
  hours, but this does not allow a spellcaster to prepare
  spells more than once per day.
  Jurōjin ­ Lingering Youth (Ex) ­ The herald of the lucky
  god ignores the physical ability score penalties for being
  middle­aged. In addition, all sources of magical healing
  heal the herald of an additional hit point of
  damage.
  8
  Bradley Crouch
  Onmyōji Archetypes
  The Seven Lucky Gods
  (from left to right)
  Daikokuten, Bishamonten, Ebisu,
  Fukorokuju, Hotei, Benzaiten,
  and lastly (as usual) Jurōjin
  
  Mokusei (Archetype)
  Literally “wooden”, the jury is out on whether the sect
  of onmyōji known as mokusei are considered priests,
  mokusei no shisai, or jailers, mokusei no keimusho.
  Unique among the practitioners of onmyōdō, the
  mokusei do not bind shikigami to articulated bodies of
  origami paper, but rather to staves of straight wood
  whose
  form
  the
  bound
  spirits
  cannot
  easily
  manipulate. Some view this stance as cruel, while
  others simply see it as a splinter cult insisting on wood
  rather than the void as the fifth element.
  Mokusei have the following class features:
  Starting Wealth: A mokusei begins play with a
  quarterstaff in addition to the standard starting wealth
  made available to all onmyōji.
  Aid of the Minor Kami (Sp): Just as a mokusei is
  the spirit world’s envoy to the realm of mortals, the
  mokusei uses his shikigami’s connections with the
  minor spirits of the spirit world without the need to
  petition them formally. After all, the other minor spirits
  don’t want to end up like the mokusei’s servitor! Each
  morning when he replenishes his spirit pool, the
  mokusei selects two wizard cantrips and two cleric
  orisons. He retains knowledge of the chosen spells until
  the next time he uses this ability, at which point he
  promptly forgets them before choosing a new set of
  cantrips and orisons. While wielding his mokugami (see
  bound shikigami, below), he may cast any of the chosen
  spells at will with a caster level equal to his mokusei
  level and Charisma as his key ability.
  This ability modifies aid of the minor kami.
  Bound Shikigami (Su): At 1st level, a mokusei binds
  a conjured servitor spirit, or shikigami, to a quarterstaff
  rather than to origami paper. The staff to which the
  shikigami is bound is known as a mokugami and has the
  following abilities.
  If a mokugami is destroyed, lost, or dismissed, it can be
  replaced 1 week later through a specialized ritual that
  requires a mundane quarterstaff and costs 100 gp per
  mokusei level. The ritual takes 8 hours to complete.
  Spirit Pool (Su): All mokugami have a spirit pool with a
  size equal to half its master’s mokusei level, rounded up.
  While wielding the mokugami, the mokusei may expend
  points from the mokugami’s spirit pool as though it
  were his own. The mokugami’s spirit pool replenishes
  itself whenever the mokusei replenishes his own spirit
  pool.
  Laying Down Roots (Su): Bound shikigami tend to treat
  the vessels into which they are interred as though they
  were gardens in need of cleaning and improvement. As
  a result, if the master is at least 2nd level, a mokugami is
  treated as a masterwork weapon, even if it was not a
  masterwork weapon before a shikigami was bound to it.
  If the master is 6th level or higher, the mokugami gains
  a +1 enhancement bonus, increasing by +1 every three
  mokusei levels thereafter, to a maximum of a +5
  enhancement bonus at 18th level.
  Regrowth (Su): If the master is at least 3rd level, he
  may grant both himself and the mokugami fast healing 1
  for 1 minute as a free action. This ability may be used a
  number of times per day equal to the master’s mokusei
  level,
  and
  may
  only
  be
  used
  while
  wielding
  the
  mokugami. If the mokusei relinquishes his hold on the
  mokgugami while receiving fast healing in this manner,
  the effect ends immediately.
  Green Shoots (Sp): If the master is 5th level or higher,
  the mokugami grows a green shoot each morning when
  the mokusei replenishes his spirit pool. For every three
  levels the mokusei possesses beyond 5th, the mokugami
  grows an additional green shoot, to a maximum of five
  green shoots at 17th level.
  The mokusei chooses a petition with a base spirit point
  cost of 1 for each green shoot the mokugami produces.
  Once the petition is chosen, that shoot spontaneously
  breaks off of the mokugami at large. Treat each broken­
  off green shoot as a wand of the chosen petition
  containing
  a
  single
  charge.
  For
  the
  purpose
  of
  interacting with other magic, as well as setting the green
  shoot’s save DC, it is considered to be a wand of a 3rd­
  level spell (DC 14, CL 5th). All divine spellcasters treat
  green shoots as though the contained petition were a
  spell on their spell lists for the purpose of being allowed
  to make a caster level check rather than a Use Magic
  Device check in an attempt to activate the green shoot,
  while creatures with the ability to cast the contained
  petition outright need not make a check to use one.
  Whenever the mokugami produces new green shoots, all
  previous green shoots rot and turn to useless sawdust.
  Rapid Aid: Direct physical contact between mokusei
  and mokugami helps to improve the reaction time of the
  minor kami. If the master is at least 7th level, he may
  apply the benefits of the Quicken Spell metamagic feat
  to a casting of one of the cantrips or orisons learned via
  the aid of the minor kami class feature at no cost to
  himself. This ability may be used once per minute.
  Greenest Shoot (Sp): If the master is 20th level, the
  mokugami grows a greenest shoot each morning when
  the mokusei replenishes his spirit pool. A greenest shoot
  follows all of the rules for a green shoot, save that the
  chosen petition may have a base spirit point cost of up
  to 4 and that it is considered to be a wand of a 7th­level
  spell (DC 20, CL 13th).
  This ability replaces shikigami and the o­fudamori
  portion of spirit pool.
  9
  Ultimate Onmyōdō
  Interjection Games
  
  Oathbearer (Archetype)
  Where onmyōdō has taken root, there are tales of
  ancient protectors who guide a family through its trials
  and tribulations. While, sometimes, these protectors
  are powerful kami who have taken a liking to a
  particular line of mortals, they can also be onmyōji
  who have sworn an eternal oath to do the same. After
  sufficient generations pass, it can be hard to tell which
  protector is a spirit, and which protector was once a
  man.
  Oathbearers have the following class features:
  Eternal
  Oath
  (Su):
  Before
  taking
  levels
  in
  the
  oathbearer archetype, an oathbearer­to­be must choose
  a willing creature to be his "ward". An oathbearer's ward
  cannot be a member of his direct lineage (mother,
  grandmother, brother, son, etc.), or a first cousin,
  though kin that are further removed may be chosen to
  be the ward. An oathbearer's solemn duty is to see to the
  protection
  and
  wellbeing
  of
  his
  ward.
  This
  is
  a
  permanent decision, and, barring the intervention of the
  gods themselves, there is no way for an oathbearer to
  change his ward unilaterally.
  So long as an oathbearer's ward lives, he gains the
  following benefits:
  • Starting at 1st level, the oathbearer's maximum age
  before dying of old age increases by 25% of his
  maximum lifespan, or a minimum of 25 years.
  • Starting at 8th level, the oathbearer cannot die of old
  age, though he advances in age category as normal for
  members of his race and takes the appropriate bonuses
  and penalties for doing so.
  • Starting at 15th level, the oathbearer treats any of his
  ward's children as though they were also his wards. To
  this end, even if his original ward dies, so long as part of
  the original ward's lineage continues, the oathbearer
  will continue to cling to the earth as an eternal defender
  of that line.
  The oathbearer's ward selected through the use of the
  eternal oath class feature (as opposed to the temporary
  wards
  created
  by
  the
  protector­on­contract
  and
  protector of all class features) gains the following
  ability:
  Transfer Oath (Su): Though the oathbearer does not
  have the power to sever the bond created by his eternal
  oath, his ward does. With the oathbearer's consent, and
  with another party present who has consented to
  become the oathbearer's new ward, the ward may
  release his oathbearer from service, whereupon the
  oathbearer immediately becomes the guardian of his
  new ward.
  For this process to reach completion, the oathbearer,
  ward, and ward­to­be must partake in an uninterrupted,
  hour­long ritual together. The ritual requires vast
  quantities of expensive material components, such as
  exotic incenses, a gemstone to represent the passing of
  the oathbearer's oath, powdered silver, and sacramental
  wine or liquor. The cost of these material components is
  equal to 25 gp per character level of each of the three
  participants in this ritual. For example, if a 10th­level
  oathbearer, a 6th­level ward, and a prospective 8th­level
  ward conduct this ritual, it will cost 250 gp for the
  oathbearer, 150 gp for the ward, and 200 gp for the
  prospective ward, for a total of 600 gp. It is customary
  for the individual receiving the oathbearer's services to
  pay for this ritual, though circumstances may require
  financing from a nontraditional source.
  If the oathbearer is at least 15th level, he must also meet
  one of the following criteria in order to transfer his oath.
  • The oathbearer has the express consent of the ward to
  whom he originally pledged himself; or
  • If the original ward is dead, the oathbearer has the
  express consent of the original ward's eldest living child;
  or
  • If the original ward's children are all dead, the
  oathbearer may obtain the express consent of the eldest
  child of the original ward's children (and so on and so
  forth if multiple generations are totally dead); or
  • The oathbearer has the express consent of over half of
  his original ward's surviving direct descendants.
  In any case, one ward from the family line must be
  present to partake in the ritual and transfer the
  oathbearer's service.
  An oathbearer cannot transfer his oath more than once
  per decade. The single exception to this rule is cases in
  which the ward, who must be the original ward or the
  eldest child from the oldest surviving generation, as
  detailed above, is about to die from causes beyond the
  oathbearer's control, such as old age or a terminal
  illness. This specific individual must be the ward to
  partake in the ritual to bypass the once­a­decade
  transfer
  limit.
  Simply
  grabbing
  a
  random
  family
  member who is about to die and press­ganging that
  individual into the ritual does not work.
  This ability replaces shikigami.
  10
  Bradley Crouch
  Onmyōji Archetypes
  
  Mighty Spirit (Ex): At 1st level, 2nd level, and every
  three levels thereafter, the size of the oathbearer's spirit
  pool increases by +1, for a total of a +8 increase to the
  size of his spirit pool at 20th level.
  Oath
  Manifest
  (Sp):
  Each
  morning
  when
  he
  replenishes his spirit pool, the oathbearer selects two
  wizard cantrips and two cleric orisons. He retains
  knowledge of the chosen spells until the next time he
  uses this ability, at which point he promptly forgets
  them before choosing a new set of orisons and cantrips.
  If the oathbearer is within 60 feet of one of his wards, he
  may cast any of the chosen spells at will with a caster
  level equal to his oathbearer level and Wisdom as his
  key ability.
  This ability replaces aid of the minor kami.
  Protector's Spirit (Su): Starting at 2nd level, the
  oathbearer gains a protector pool, a measure of his
  ability to pass on his own powers in order his wards.
  This
  simultaneously
  allows
  his
  wards
  to
  protect
  themselves
  while
  also
  ensuring
  that
  they
  are
  incentivized to stay close. As the worst part of the job
  usually
  ends
  up
  being
  running
  after
  an
  excited
  youngling one­thirtieth his age, many oathbearers are
  elated to have proximity clauses written right into the
  standard eternal oath.
  11
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  Interjection Games
  Table: The Oathbearer
  
  Whenever the oathbearer replenishes his spirit pool for
  the day, he may expend any number of spirit points not
  to exceed his Wisdom modifier. For each spirit point
  spent in this manner, he gains 1 protector point. So long
  as he has at least 1 protector point, any ward within 60
  feet of the oathbearer may cast petitions with a
  petitioner level equal to the lesser of one­half the
  oathbearer's petitioner level (rounded up), or the ward's
  character level. Rather than expend spirit points to do
  so, the ward expends the oathbearer's protector points
  as though they were spirit points. The ward knows all of
  the petitions that the oathbearer knows, but may only
  cast them if his character level is greater than or equal
  to the minimum petitioner level required to cast.
  As
  a
  full­round
  action
  that
  provokes
  attacks
  of
  opportunity, the oathbearer may set the number of
  points in his protector pool to 0. If he does so, he gains
  spirit points equal to the number of protector points
  lost.
  Whenever the oathbearer replenishes his spirit pool, the
  number of points in his protector pool is set to 0.
  Protector­on­Contract (Su): Starting at 4th level,
  whenever the oathbearer replenishes his spirit pool for
  the day, he may kiss the hand (or whatever passes for a
  hand) of a willing creature, binding himself to that
  creature's service for 24 hours. While the oathbearer is
  bound to a creature's service, that creature is treated as
  though it were a ward for the purpose of the protector's
  spirit, bear burdens, and protector's boon class features,
  as well as the gādian­fū talisman.
  As with his primary ward, the oathbearer must do his
  best to protect any temporary wards he acquires, lest he
  be in violation of his oath to protect.
  Protector's Guarantee (Ex): Starting at 5th level,
  whenever the oathbearer replenishes his spirit pool, the
  number of points in his protector pool is set to 1 rather
  than 0. Further, the final paragraph of the protector's
  spirit class feature now reads,
  "As
  a
  full­round
  action
  that
  provokes
  attacks
  of
  opportunity, the oathbearer may set the number of
  points in his protector pool to 1. If he does so, he gains
  spirit points equal to the number of protector points
  lost."
  At 10th level, the oathbearer sets the number of points
  in his protector pool to 2 rather than 1 when he
  replenishes his spirit pool, and he may only set the
  number of points in his protector pool to 2 rather than 1
  when converting them back to spirit points. This
  increases to 3 at 15th level and 4 at 20th level.
  Protector's Boon (Su): Starting at 6th level, if at
  least one ward is within 60 feet of the oathbearer, then
  the oathbearer and all of his wards within 60 feet gain a
  +1 luck bonus to attack rolls, skill checks, and saving
  throws. If a ward's character level is at most half the
  oathbearer's class level, then that ward gains a +2 luck
  bonus instead.
  In addition, if one of the oathbearer's wards begins his
  turn within 60 feet of the oathbearer, then the ward
  gains temporary hit points equal to the oathbearer's
  Wisdom modifier. Similarly, if the oathbearer begins his
  turn within 60 feet of one of his wards, then he gains
  temporary hit points equal to his Wisdom modifier.
  These temporary hit points last for 1 round.
  Starting at 16th level, protector's boon also grants a +1
  luck bonus to AC, and wards whose character level is at
  most half the oathbearer's class level gain a +4 luck
  bonus rather than a +2 luck bonus. Further, wards
  whose
  character
  level
  is
  greater
  than
  half
  the
  oathbearer's
  class
  level,
  but
  still
  less
  than
  the
  oathbearer's class level, gain a +2 luck bonus rather
  than a +1 luck bonus.
  Bear Burdens (Su): At 8th level, choose curses,
  diseases, or poisons. As a standard action that provokes
  attacks of opportunity, the oathbearer may touch his
  ward, learning how many of each of the chosen
  conditions afflict him, but not the specific effects of
  each. For example, an oathbearer who has chosen
  poisons knows how many poisons affect the ward, but
  not the number of curses or the number of diseases. If
  the ward is afflicted by a condition that the oathbearer
  can detect, he may expend 2 spirit points to choose to
  take one of the detected conditions as a swift action. The
  ward is cured of the chosen condition immediately, and
  the oathbearer is afflicted by it for the remainder of its
  duration. Conditions taken from the ward in this
  manner bypass the oathbearer's immunities.
  At 12th level, choose one of the two conditions that were
  not chosen at 8th level. The oathbearer gains the ability
  to detect and cleanse this second condition in the same
  manner as the first.
  12
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  Onmyōji Archetypes
  
  Gādian­fū (Su): At 10th level, the oathbearer learns
  the following talisman as a bonus talisman:
  Gādian­fū
  Requires: Oathbearer 10
  Literally "guardian wind", the gādian­fū talisman
  alerts
  the
  oathbearer
  should
  his
  ward
  ever
  be
  threatened, then spirits him away to the fray.
  O­fuda: none
  Omamori: The next time the subject rolls initiative or
  takes damage, if the oathbearer is within 100 miles, he
  is alerted to this fact and may choose to teleport to the
  subject's side as an immediate action. If he teleports, he
  appears in an empty square adjacent to the subject,
  putting himself between the threat and the subject. If
  this is not possible, he appears somewhere within 30
  feet of the subject. If there is no space for the oathbearer
  to appear, or if supernatural teleportation is forbidden
  within 30 feet of the subject, then the talisman fails and
  its effect is wasted. If the oathbearer teleports to the
  subject's side in response to his ward rolling initiative,
  then the oathbearer rolls initiative as if entering combat
  as normal, but gains a +4 circumstance bonus to his
  initiative roll given the dramatic nature of his entrance.
  Special: A gādian­fū talisman has no effect unless it is
  placed
  upon
  the
  oathbearer's
  ward.
  Unlike
  most
  talismans, the duration of a gādian­fū talisman is 1
  hour/level, or until discharged.
  Protector of All (Su): Starting at 14th level, the
  oathbearer may bind himself to the service of a creature
  within 60 feet for 1 hour as an immediate action. He
  does not need the consent of his target to do so. While
  bound to a creature's service, that creature is treated as
  though it were a ward for the purpose of the protector's
  spirit, bear burdens, and protector's boon class features,
  as well as the gādian­fū talisman.
  This ability may be used once per day; starting at 18th
  level, it may be used twice per day so long as at least one
  hour elapses between uses.
  The
  oathbearer
  must
  do
  his
  best
  to
  protect
  any
  temporary wards he acquires, lest he violate his oath.
  Ultimate
  Sacrifice
  (Su):
  At
  20th
  level,
  if
  the
  oathbearer is within 60 feet of a ward who has just
  failed a saving throw against a spell or ability that kills
  its
  target
  instantly,
  then
  the
  oathbearer
  may
  retroactively redirect that spell or ability to himself as a
  free action, thus dying instead. Effects redirected in this
  manner bypass the oathbearer's immunities, if any.
  When an oathbearer dies in this manner, the entire
  balance of his spirit pool is transferred to his protector
  pool, and the ward who was rescued may draw from it
  as though he were within 60 feet of a still­living
  oathbearer for up to 48 hours after the oathbearer's
  death.
  This ability replaces o­fudamori.
  Ex­Oathbearers: An oathbearer who willfully allows
  the death of his ward loses all oathbearer class features,
  but not the class features of the onmyōji base class. He
  may not progress any further in levels as an oathbearer.
  He retains his abilities and advancement potential if he
  atones for his violations, as appropriate. In the case of
  an oathbearer, the atonement spell has no effect until
  his lost ward is returned to life.
  If the oathbearer and his ward find themselves in a
  dangerous situation, fight valiantly, and the ward falls
  despite the oathbearer's best efforts, he is not penalized.
  Similarly, being oblivious as an assassin sneaks about to
  kill the ward is not grounds for losing oathbearer
  powers. (Granted, if the oathbearer is extremely ancient
  and that was the last ward, he'll instantly die of old age
  whether or not his efforts were true.) These things
  happen, and there are tales of guardian spirits who,
  well­intentioned as they were, led their wards to
  disaster. In this case, the atonement spell will allow the
  oathbearer to select a new ward.
  If an oathbearer has no permanent ward for a period of
  one year, he becomes an ex­oathbearer until a new ward
  is selected through the use of the eternal oath class
  feature. The atonement spell is not required in this case.
  Shubo­sha (Archetype)
  A shubo­sha is defined as a figure in a position of
  authority who is also wily enough to be considered a
  mastermind. In the realm of onmyōdō, those onmyōji
  who have bound multiple shikigami to their service
  take on the name as an honorific.
  Dual Shikigami: This functions just like an onmyōji’s
  shikigami, save that the shubo­sha may have up to two
  shikigami rather than just one. Each shikigami is a
  unique entity and may know different feats, be folded
  into the shape of a different origami animal (thus
  granting the shubo­sha two familiar bonuses), and so
  on. Each shikigami may be lost, dismissed, or destroyed
  individually, and, thus, replaced individually.
  This ability modifies shikigami.
  Study Petitions (Su): As it turns out, shackling
  multiple shikigami to one’s will makes the rest of the
  spirit world consider a shubo­sha a bit too greedy to
  receive their direct help. At 2nd level and every two
  shubo­sha levels thereafter, the shubo­sha selects a
  petition for which he meets all the prerequisites. He
  knows the selected petition, and thus his shikigami may
  cast that petition, but the shubo­sha himself cannot cast
  any of his known petitions.
  This ability replaces petition spirits.
  13
  Ultimate Onmyōdō
  Interjection Games
  Shubo­sha (Archetype)
  
  Optional Ruleset:
  Shikigami Ascendant
  “I say to you againe, doe not call up Any that you can
  not put downe; by the Which I meane, Any that can in
  Turne call up Somewhat against you, whereby your
  Powerfullest Devices may not be of use. Ask of the
  Lesser, lest the Greater shal not wish to Answer, and
  shal commande more than you.” ­ Jedediah Orne, The
  Case of Charles Dexter Ward; H.P. Lovecraft (1927)
  What Is a Shikigami Ascendant?
  Most onmyōji bind a nature spirit, or kami, of moderate
  power to their service. The binding process installs the
  spirit in a shell of origami paper, a quarterstaff, or some
  other, physical home, from which it gains an enhanced
  ability to interact with the physical world at the cost of
  being bound to that physical world. This bound spirit is
  generally known as a shikigami. As a spiritual being
  locked in the physical world by outside forces, a
  shikigami is not its own master and cannot choose to
  return from whence it came of its own volition. The
  spirit’s friends and schemes are put to the wayside, all in
  the name of the onmyōji who called it forth to the
  material world.
  Usually, shikigami go along with this. Being bound to an
  onmyōji is a great honor, for it is the most expedient
  way by which any nature spirit without enough power
  and presence to be, say, a local river god can influence
  the physical world. Moreover, an omnyōji who does his
  job properly treats his shikigami with respect and
  honors the sacrifices made by the spirit. Many nature
  spirits are quite vain, and as the arrangement generally
  feels like being a god­partner with a congregation of
  one, it’s a fairly equitable agreement.
  A shikigami ascendant is created when an onmyōji
  overreaches, and the shikigami is wont to punish this
  overreach. Perhaps the kami in question was actually
  quite powerful, but fairly lazy, resulting in a spirit who
  could *be* a local river god if it had the ambition to go
  claim itself a stream. Perhaps the onmyōji is a thankless
  jerk who treats the shikigami as a slave rather than as
  an honored partner. It doesn't really matter why the
  shikigami decides to punish the onmyōji, but the end
  result is that it bends its will toward subverting the bond
  as a result. An onmyōji binding a new shikigami must
  always be wary, for nature is one of the most powerful
  forces in the world, and its agents likely command far
  more power than does a neophyte spirit­speaker.
  The process begins quite simply. An onmyōji expects to
  become more powerful as he learns of the nature of the
  spirit world; however, a rebellious shikigami can siphon
  this new power from the onmyōji before he ever receives
  it. If unchecked, the shikigami rapidly gains the means
  to dominate its erstwhile master, until the end result is a
  spirit bound to the physical world with a spirit speaker
  as a slave and the means to do anything from revel in
  the sensations of the waking world to install itself as a
  god without needing to worry about tearing the rift
  between spirit and physical in order to manifest itself.
  Even the weakest shikigami ascendant can easily force
  the retreat of a minor river god simply because the
  shikigami is in the physical world and only a small
  portion of the river god can leap out into the physical
  world to protect its domain and petitioners. As such,
  whatever their motivations, all shikigami ascendants are
  dire threats to the balance of things simply because
  they’re built on what effectively amounts to a cheat.
  Creating a Shikigami Ascendant ­ Introduction
  Most player characters undergo training to embrace a
  profession, usually represented by a choice of one or
  more character classes. The wizard takes to his books,
  the bard learns music, and the onmyōji learns to
  communicate with the spirits themselves. The shikigami
  ascendant is not like this, for the kami are reflections of
  the spiritual side of nature. In short, a shikigami
  ascendant is always a shikigami ascendant, not a wizard,
  not a bard, and, as a result, they have a custom class to
  represent themselves.
  Creating
  a
  Shikigami
  Ascendant
  ­
  Onmyōji
  Waning
  When an onmyōji of 4th level or higher with the
  shikigami class feature would gain an onmyōji class
  level, the player may choose for his shikigami to steal
  the power of leveling up instead, thus beginning the
  process by which a shikigami ascendant is created.
  Rather than gain a level of onmyōji, the player character
  gains
  a
  level
  of
  “onmyōji
  waning”,
  which
  grants
  talismans known, talisman and petition DCs, talismans
  per day, skill ranks, and Hit Dice as a level of onmyōji.
  In addition, the player character’s level in onmyōji
  waning stacks with his onmyōji levels for the purpose of
  determining the power of his petitions and talismans.
  This means that levels in onmyōji waning do not give
  new class features, new spirit pool abilities, or new
  petitions known. Make a note of which skill ranks you
  take, any feats you gain, and how many maximum hit
  points you gain when taking your level of onmyōji
  waning. They’ll go away when the shikigami takes over.
  While the onmyōji wanes, the shikigami waxes. The size
  of its spirit pool increases by +2.
  14
  Bradley Crouch
  Shikigami Ascendant
  Optional Ruleset: Shikigami Ascendant
  
  Creating a Shikigami Ascendant ­
  The Usurpation
  The next time an onmyōji with a level of onmyōji
  waning would gain a class level, its shikigami pounces.
  Do not grant the onmyōji a level, and remove the level
  of onmyōji waning it previously possessed, then grant
  the shikigami levels in the shikigami ascendant base
  class equal to its former master’s character level + 2.
  The onmyōji is now an onmyōji subservient under the
  control of its former pet/partner/slave/ally, now a
  shikigami ascendant. For the duration of his servitude,
  replace the onmyōji subservient’s base ability scores
  with those of the NPC elite array, and replace the
  shikigami ascendant’s base ability scores with those of
  the master it had usurped, save that its Constitution
  score is a ­ because it is a construct. You may reorder
  the master's ability scores when assigning them to the
  shikigami ascendant.
  For details on how the shikigami ascendant enslaves the
  onmyōji and how this affects a former player character,
  see
  the
  onmyōji
  subservient
  class
  feature
  of
  the
  shikigami ascendant base class.
  Shikigami Ascendant
  Role: A shikigami ascendant fulfills much the same role
  as the onmyōji, save that the ascendant has no mastery
  over talismans, but rather learns how to refold its
  origami body.
  Alignment: Any. A shikigami ascendant is a shikigami
  that has subverted the connection to its summoner to
  become the master. The reasons for doing this vary, and
  while all ascendants are dire threats to the balance of
  things, some shikigami may go through the process for
  noble reasons.
  Hit Die: d6
  Starting Wealth: As wealth of subverted onmyōji
  Skill Ranks per Level: 4 + Int modifier
  Constitution Score: As a construct, a shikigami
  ascendant has a Constitution score of ­. This behaves as
  a
  Constitution
  score
  of
  10
  for
  the
  purpose
  of
  determining saving throw modifiers and skill bonuses.
  Destined to Be: A shikigami ascendant may only take
  levels in the shikigami ascendant base class, and a
  creature that is not a shikigami ascendant cannot take
  levels in this class.
  Partial Construct Traits: As a spirit bound to a
  physical shell, a shikigami ascendant behaves much like
  a traditional construct, but does exhibit some key
  differences. A shikigami ascendant does not need to
  breathe, eat, or sleep, though pool replenishment still
  requires
  meditation.
  Moreover,
  the
  ascendant
  is
  immune to natural disease, paralysis, natural poison,
  sleep effects, and stunning, but is not immune to
  negative energy damage or death effects because it is a
  nature
  spirit
  in
  a
  shell.
  Similarly,
  the
  shikigami
  ascendant is not immune to mind­affecting abilities, but
  has darkvision 60 feet and low­light vision, as is normal
  for constructs. No matter what shape it takes, the
  shikigami ascendant has slots available for equipping
  items as though it were a bog­standard human (one
  head, one pair of eyes, one waist, two arms, and so on).
  A shikigami ascendant does not benefit from natural
  healing over time, and spells that repair damage to a
  construct
  cannot
  repair
  the
  shikigami
  ascendant.
  Instead, spells and abilities that heal the living grant
  half benefit to the ascendant, petitions that heal the
  living grant full benefit to the ascendant, and it receives
  full benefit from fast healing and regeneration. The
  shikigami ascendant does not receive bonus hit points
  based on its size; instead, its maximum hit points
  increase by +2 for each shikigami ascendant level it
  possesses. Further, if the ascendant wears magic items
  that increase Constitution, an ability score it does not
  possess because it’s a construct­like entity, its maximum
  hit points increase by +1 for each shikigami ascendant
  level
  it
  possesses
  for
  every
  two
  points
  of
  bonus
  Constitution its equipment grants. As usual, if two
  bonuses would not stack on a more normal creature,
  only the larger one grants maximum hit points to the
  shikigami ascendant.
  Most importantly, as a pseudo­construct, a shikigami
  ascendant is destroyed when reduced to 0 hit points and
  can never be raised or resurrected. If destroyed, the
  ascendant’s power is broken as it returns to the spirit
  realm, and its onmyōji subservient gains two levels of
  the onmyōji base class the next time he replenishes his
  spirit pool for the day. Thus freed from his otherworldly
  master, the onmyōji may now take a new shikigami, or
  take this opportunity to retroactively take an archetype
  that replaces the shikigami class feature so that he never
  has to go through this nonsense again.
  The following are all class features of the shikigami
  ascendant.
  Weapon Proficiency: The shikigami ascendant is
  proficient with all simple weapons, as well as any
  martial weapon with the ghost touch weapon special
  ability.
  Armor
  and
  Shield
  Proficiency:
  Shikigami
  ascendants are not proficient with any kind of armor,
  but are proficient with non­tower shields. If wearing
  armor or using a shield with which it is not proficient,
  the spirit point cost of the shikigami ascendant’s
  petitions increases by +1.
  15
  Ultimate Onmyōdō
  Interjection Games
  
  Aid of the Minor Kami (Sp): Much like how onmyōji
  receive the aid of minor nature spirits through deceit
  and cajoling, a shikigami ascendant is all but a beacon
  for their presence. Here is one of their own in a position
  to make known the plight of the lesser spirits of the
  world, and so the kami throw in their lot behind it! Each
  morning
  when
  it
  replenishes
  its
  spirit
  pool,
  the
  shikigami ascendant selects two wizard cantrips and two
  cleric orisons. It retains knowledge of the chosen spells
  until the next time it uses this ability, at which point it
  promptly forgets them before choosing a new set of
  cantrips and orisons to learn. The shikigami ascendant
  may cast any of the chosen spells at will with a caster
  level equal to its shikigami ascendant level and Wisdom
  as its key ability.
  Onmyōji Subservient
  A shikigami ascendant begins play with the Leadership
  feat as a bonus feat; however, the only cohort the
  shikigami subservient may possess is its erstwhile
  master, the onmyōji it dominated. This onmyōji is now
  known as an onmyōji subservient.
  Given the means by which a shikigami ascendant is
  created,
  the
  onmyōji
  subservient
  has
  two
  fewer
  character levels then a shikigami ascendant when the
  shikigami takes over the relationship. An onmyōji
  subservient may only take levels in the onmyōji base
  class, gains no benefit from the shikigami class feature,
  has the size of his spirit pool reduced by half (rounded
  up), has the number of talismans he can deploy daily
  reduced by half (rounded up), and always has two fewer
  character levels than does the shikigami ascendant. If
  the subservient had levels in other classes before the
  shikigami took over, it keeps them.
  As
  a
  full­round
  action
  that
  provokes
  attacks
  of
  opportunity, the shikigami ascendant may annihilate its
  onmyōji subservient’s body, destroying him instantly.
  There is no saving throw against this ability; it is not
  considered a death effect; and range is no object, for the
  souls of the shikigami and onmyōji are entwined;
  however, the shikigami ascendant may only use this
  ability when the onmyōji subservient is being willfully
  disobedient or is actively working against its master.
  Similarly, if the shikigami ascendant casts, finances, or
  orders a spell or ability meant to raise its onmyōji
  subservient from the dead, the subservient cannot
  refuse and must return to life, if able.
  16
  Bradley Crouch
  Shikigami Ascendant
  Table: The Shikigami
  Ascendant
  
  Origami Folds (Su): A shikigami ascendant begins
  play knowing four origami folds, effectively ways it can
  configure its body to express certain traits. A list of
  available folds is given in Section: Origami Folds. A
  shikigami ascendant must meet the requirements of a
  fold, if any, to learn it.
  Some origami folds have prerequisite folds. When
  expending origami points (see the origami pool class
  feature)
  to
  express
  known
  folds,
  the
  shikigami
  ascendant must first take the prerequisite fold before it
  can take the fold that lists it as a prerequisite.
  At 8th level and every two levels thereafter, the
  shikigami ascendant learns an additional fold.
  Origami Pool (Su): A shikigami ascendant begins
  play with an origami pool, representing its ability to fold
  and crease its physical form to specific ends. The
  number of points in a shikigami ascendant’s origami
  pool is equal to 2, increasing by +1 for every three
  shikigami ascendant levels beyond 6th.
  Whenever the shikigami ascendant replenishes its spirit
  pool for the day, it may also expend its origami points to
  gain the benefits of various origami folds that it knows.
  It retains the benefits of the chosen folds until the next
  time it replenishes its origami pool.
  The origami pool is replenished each morning after 8
  hours of rest or meditation; these hours do not need to
  be consecutive.
  Origami Soul (Ex): A shikigami ascendant is no
  longer shackled to the form its erstwhile master chose
  for it and is free to reshape itself as it sees fit. As such,
  the ascendant begins play as its choice of a Small
  creature with a base land speed of 20 feet, or a Medium
  creature with a base land speed of 30 feet.
  Petition Spirits (Su): A shikigami ascendant enjoys a
  solid rapport with the spirit world, for it is of the spirit
  world itself. Many of its ilk are willing to render
  assistance when asked respectfully and with appropriate
  ritual. A shikigami ascendant begins play with three
  petitions for which it meets all the prerequisites. Every
  two levels beyond 6th, it learns an additional petition.
  Unless stated otherwise, a shikigami ascendant cannot
  select an individual petition more than once.
  To use a petition, a shikigami ascendant must have a
  Charisma score equal to at least 10 + 1/2 minimum level
  of that petition. For the purpose of its petitions, a
  shikigami ascendant has a petitioner level equal to its
  shikigami ascendant level.
  The Difficulty Class (DC) for a saving throw against a
  shikigami ascendant’s petition is 10 + 1/2 the shikigami
  ascendant’s class level + the shikigami ascendant’s
  Charisma modifier.
  Spirit Pool (Su): A shikigami ascendant begins play
  with a pool of spirit points, a measure of its ability to
  petition the spirit realm for aid. The number of points in
  a shikigami ascendant’s spirit pool is equal to 2, plus an
  additional 2 for every three shikigami ascendant levels it
  possesses.
  Refold
  (Ex):
  Starting
  at
  9th
  level,
  a
  shikigami
  ascendant learns how to refold its body rapidly, albeit
  infrequently.
  As
  a
  standard
  action,
  the
  shikigami
  ascendant may swap a single 1­point origami fold it is
  currently expressing for another 1­point origami fold
  that it is eligible to take. The shikigami ascendant
  cannot swap a fold that is a prerequisite for another fold
  it is currently expressing.
  This ability may be used once per day, plus an
  additional time per day at 13th and 17th levels.
  Ultimate Petition (Su): At 20th level, the shikigami
  may cast a single petition per day as a swift action,
  regardless of the action usually required to cast it. This
  petition’s spirit point cost is set to 0.
  17
  Ultimate Onmyōdō
  Interjection Games
  
  Origami Folds
  Aosagibi
  Cost: 1 Origami Point
  The aosagibi, which translates to blue heron fire, is a
  phenomenon in which an old night heron transforms
  into a yokai, shedding pale blue flames as feathers
  become glowing blue scales.
  Benefit: The shikigami ascendant sheds light as a
  torch. This light is intense enough that creatures with
  light sensitivity are subject to its penalties when within
  the area illuminated by the ascendant’s body.
  Aosagibi’s Breath
  Requires: Aosagibi fold
  Prerequisite Folds: Aosagibi
  Cost: 1 Origami Point
  Once its transformation is complete, an aosagibi is no
  slavering beast, but a meek creature whose breath
  illuminates as surely as do its glowing scales.
  Benefit: As a standard action, the shikigami ascendant
  belches forth a 30­foot cone of cloying golden dust,
  which functions as the glitterdust spell, save that the
  effect persists for 3 rounds. This ability may be used
  twice per day.
  Ascendant Allies
  Requires: Shikigami Ascendant 8
  Cost: 1 Origami Point
  When a shikigami ascendant grows in power, lesser
  spirits are wont to gather around it in the hopes of
  picking up scraps.
  Benefit: Whenever the shikigami ascendant casts a
  petition, it gains one ascendance charge. The number of
  ascendance charges the shikigami ascendant possesses
  is set to 0 whenever it replenishes its spirit pool. As a
  swift action, it may expend all of its ascendance charges
  to give itself fast healing equal to the number of charges
  expended at the beginning of its next turn.
  (Given the shikigami is given fast healing at the
  beginning of its next turn, this means that the healing
  will be applied two rounds after the shikigami ascendant
  uses this ability.)
  Ascendant Durability
  Cost: 1 Origami Point
  Powerful spirits scurry and flee before possibly­weaker
  ascendants who, unlike those spirits bound by the
  rules, can bring everything they have to bear in the
  material realm. There’s just one problem with the plan.
  A single piece of paper is all that binds this spirit to the
  materium, and one false move can ruin everything. To
  that end, a little reinforcement tends to be high on any
  shikigami ascendant’s priority list.
  Benefit:
  The
  shikigami
  ascendant’s
  maximum
  hit
  points increase by +5.
  Ascendant Fortitude
  Requires: Ascendant durability fold
  Prerequisite Folds: Ascendant durability
  Cost: 2 Origami Points
  Some shikigami ascendant are more paranoid about
  their possible banishment than others.
  Benefit: At the beginning of each of the shikigami
  ascendant’s turns, it gains 1d4+1 temporary hit points.
  These temporary hit points persist for 1 round.
  Ascendant Reach
  Cost: 1 Origami Point
  As a being of the spirit world itself, a shikigami’s
  petitions
  have
  reach
  that
  their
  sometime­masters
  simply cannot match.
  Benefit:
  The
  range
  of
  the
  shikigami
  ascendant’s
  petitions increases by +10 feet, excepting those with a
  range of personal.
  Ascendant Rapidity
  Requires: Ascendant speciality fold,
  Shikigami Ascendant 9
  Prerequisite Folds: Ascendant specialty
  Cost: 1 Origami Point
  Benefit: The first time the shikigami ascendant casts
  the petition chosen with the ascendant specialty fold
  each day, if it is normally cast as a standard action or
  move action, then it may be cast as a swift action
  instead; however, if it is normally cast as a full­round
  action, then it may be cast as a standard action instead.
  Ascendant Resistance
  Cost: 1 Origami Point
  Few shikigami ascendants can get through a week
  without at least once having a vague misgiving of
  going back to the spirit world as one among many.
  Benefit: When taking this fold, choose Fortitude,
  Reflex, or Will. The shikigami ascendant gains a +1 luck
  bonus to the chosen saving throw.
  Special: Ascendant resistance can be taken multiple
  times. Each time, choose a type of saving throw that has
  not yet been chosen.
  Ascendant Specialty
  Cost: 1 Origami Point
  All kami are effectively gods, though few actually have
  the raw power to look the sort in the eyes of mortals.
  Benefit: When first learning this fold, choose a petition
  that the shikigami ascendant knows with a spirit point
  cost of 1. The first time the shikigami ascendant casts
  the chosen petition each day, its spirit point cost is set to
  0.
  18
  Bradley Crouch
  Shikigami Ascendant
  
  Ascendant Warding
  Cost: 1 Origami Point
  A shikigami ascendant remains in this world thanks to
  a piece of paper. Paper burns. Those shikigami who
  realize this (all of them) tend to be inconsolable about
  this obvious weakness.
  Benefit: The shikigami ascendant has resistance 1
  against acid, cold, electricity, fire, and sonic. This stacks
  with other forms of energy resistance.
  Benzaiten’s Voice
  Requires: Friend of Benzaiten feat
  Cost: 2 Origami Points
  Benzaiten’s
  song
  strengthens
  resolve
  that
  already
  exists, but, if sung in her voice, it also creates resolve
  that never was.
  Benefit: Whenever the shikigami ascendant casts the
  song of benzaiten petition, select a physical ability score
  (Strength, Dexterity, or Constitution). Those affected by
  the petition gain a +2 morale bonus to the chosen ability
  score for the petition’s duration.
  Bishamonten’s Watch
  Requires: Friend of Bishamonten feat
  Cost: 2 Origami Points
  The right folds can help a shikigami inspire others to be
  as great a sentinel as bishamonten himself.
  Benefit: The subject of the shikigami ascendant’s
  bishamonten’s fury petition gains a +2 morale bonus to
  weapon damage rolls, and may reroll its first weapon
  damage roll made each round. This is in addition to
  bishamonten’s fury’s other effects.
  Dragon’s Hide
  Cost: 1 Origami Point
  Granted, it’s doublefolded paper, but a shikigami can
  dream.
  Benefit:
  The
  shikigami
  ascendant
  gains
  a
  +1
  enhancement bonus to natural armor bonus to AC.
  Special: This fold can be taken up to three times. Its
  effects stack.
  Ebisu’s Rod
  Requires: Friend of Ebisu feat
  Cost: 2 Origami Points
  While some mythologies go on and on about various
  armless failures, Ebisu’s crippled birth and subsequent
  triumph shows that grit and determination allows just
  about anyone to make a good life.
  Benefit: Whenever the shikigami ascendant casts the
  ebisu’s catch petition, two koi appear in addition to the
  primary carp. Each of these koi land in a separate 5­foot
  square that is within 20 feet of the square designated for
  the carp, dealing 2d6 points of bludgeoning damage
  with a Reflex save (DC as petition) to negate. After
  landing in a square, these additional koi vanish, though
  the primary carp remains.
  Fledgling’s Wings
  Requires: Shikigami Ascendant 9
  Cost: 2 Origami Points
  First flights should always be taken close to the safety
  of the ground.
  Benefit: The shikigami ascendant gains a fly speed of
  30 feet with good maneuverability; however, if the
  shikigami ascendant begins its turn more than 5 feet
  from the ground, it loses the ability to fly until it has
  been in contact with the ground for one full round.
  Fukurokuju’s Beard
  Requires: Friend of Fukurokuju feat
  Cost: 2 Origami Points
  Imitation is the most sincere form of flattery.
  Benefit: The shikigami ascendant may pay for the
  material components cost of the fukurokuju’s call
  petition with any trade good, such as gems, ingots, bolts
  of cloth, or coin.
  Hotei’s Smile
  Requires: Friend of Hotei feat
  Cost: 2 Origami Points
  Hotei promotes good living. Those shikigami who
  throw in their lot with him are able to force the illusion
  of good living on those they meet.
  Benefit: The shikigami ascendant gains the ability to
  cast calm emotions and remove fear once per day each
  as spell­like abilities with a caster level equal to its
  shikigami ascendant level and Wisdom as its key ability.
  19
  Ultimate Onmyōdō
  Interjection Games
  
  Jurōjin’s Wisdom
  Requires: Friend of Jurōjin feat
  Cost: 2 Origami Points
  While he may be lacking his grandfather’s ability to
  return the dead to life, Jurōjin is an absolute master at
  maintaining life as long as possible.
  Benefit:
  Subjects
  of
  the
  shikigami
  ascendant’s
  longevity of jurōjin petition are healed for an additional
  2d6 hit points (to a maximum of 50% of the amount
  healed by the primary source) whenever they receive
  magical healing.
  Kagutsuchi’s Breath
  Cost: 1 Origami Point
  Being the kami of flame, Kagutsuchi’s breath is,
  understandably,
  something
  a
  shikigami
  ascendant
  can’t truly mimic for fear of torching its origami form,
  but that doesn’t stop many from attempting something
  close.
  Benefit: As a standard action, the shikigami ascendant
  breathes a 15­foot cone of flame, dealing 1d4 + its
  shikigami ascendant level points of fire damage with a
  DC 10 + 1/2 the shikigami ascendant’s class level + the
  shikigami ascendant’s Wisdom modifier Reflex save for
  half. Creatures that fail their Reflex saving throw light
  on fire as the rules for alchemist’s fire. This ability may
  be used three times per day.
  Kagutsuchi’s Persistence
  Requires: Kagutsuchi’s breath fold
  Prerequisite Folds: Kagutsuchi’s breath
  Cost: 1 Origami Point
  Those
  shikigami
  who
  take
  the
  flame­producing
  capabilities of a bunch of paper to the limit can make
  their fires burn as hot as hellfire, as incongruous as
  that description may be.
  Benefit:
  The kagutsuchi’s breath ability deals an
  additional +1d8 points of fire damage, lights creatures
  that fail their saving throw on fire for 1d3 rounds rather
  than 1 round, has a +1 bonus to the Difficulty Class of its
  saving throws, and may be used an additional time per
  day.
  Kagutsuchi’s Presence
  Cost: 2 Origami Points
  Many shikigami ascendant look to the deific kami and
  desire to be one. Kagutsuchi, being the kami of fire, is
  one whose portfolio is fairly easy, if dangerous, to
  mimic.
  Benefit: Whenever the shikigami ascendant expends a
  spirit point, it becomes wreathed in flames, dealing 1d8
  points of fire damage to creatures that attack it in melee
  until the beginning of its next turn.
  Kami Collection Crease
  Requires: Aid of the minor kami class feature
  Cost: 1 Origami Point
  Consider that many lesser kami wish to be around a
  shikigami ascendant, for they are a doorway to the
  material
  realm
  that
  is
  normally
  dominated
  by
  humanoids.
  By
  modifying
  its
  body
  to
  be
  more
  aesthetically
  pleasing
  to
  its
  peers,
  a
  shikigami
  ascendant can be even better at drawing its ilk like
  moths to a flame.
  Benefit: The aid of the minor kami class feature grants
  knowledge of and the ability to cast a druid orison in
  addition to the usual wizard cantrips and cleric orisons.
  Kitsune’s Ears
  Cost: 1 Origami Point
  Kitsune are particularly good at detecting what goes
  on around them, for how can a prankster stay alive
  when she doesn’t know when to pull a trick and when
  to avoid a pack of angry peasants?
  Benefit:
  The
  shikigami
  ascendant
  gains
  a
  +3
  circumstance bonus to Perception and Sense Motive
  skill checks.
  Kitsune’s Footfall
  Cost: 1 Origami Point
  Given their sneaky nature, kitsune aren’t popular with
  everyone, and a stealthy kitsune is a live kitsune in the
  wrong neighborhood.
  Benefit:
  The
  shikigami
  ascendant
  gains
  a
  +3
  circumstance bonus to Sleight of Hand and Stealth skill
  checks.
  Kitsune’s Tail
  Cost: 1 Origami Point
  Kitsune are magic, and their magic is in the tail. When
  one is a nature spirit, mimicry actually works!
  Benefit: The shikigami ascendant is treated as though
  it were a kitsune for the purpose of meeting the
  prerequisites of the Magical Tail feat. If the shikigami
  ascendant has the Magical Tail feat, but does not take
  this fold on a given day, then the benefits of the Magical
  Tail feat are suppressed until this is remedied.
  Master’s Beacon
  Requires: Shikigami Ascendant 9
  Cost: 1 Origami Point
  A shikigami ascendant only gets one minion. It’s best to
  make it easy for that soul to return home.
  Benefit:
  If
  the
  shikigami
  ascendant’s
  onmyōji
  subservient dies while its master has this fold, then the
  material components cost of the spell used to raise the
  onmyōji subservient from the dead is reduced by 25%.
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  Bradley Crouch
  Shikigami Ascendant
  
  Miniscule Mimic Mallet
  Requires: Friend of Daikoku­ten feat
  Cost: 2 Origami Points
  Honestly, which being of the spirit world wouldn’t love
  to be as popular as Daikokuten?
  Benefit: Whenever the shikigami ascendant casts the
  bounty of the magic mallet petition, it produces an item
  as detailed in the petition, as normal, but also produces
  three copies of an additional item with a market value of
  5 gp or less. These additional items follow the same
  rules as does the primary item produced by bounty of
  the magic mallet.
  Nogitsune’s Grin
  Requires: Aid of the minor kami class feature
  Cost: 1 Origami Point
  The nogitsune are like kitsune, but rather than being
  playful and capricious, they’re playful, capricious, and
  put the laughter in slaughter.
  Benefit: Damaging orisons and cantrips the shikigami
  ascendant knows through the aid of the minor kami
  class feature deal an additional point of damage,
  increasing by +1 for every six shikigami ascendant levels
  the shikigami possesses.
  Nogitsune’s Rapidity
  Requires: Aid of the minor kami class feature,
  Shikigami Ascendant 9
  Cost: 2 Origami Points
  When one is a bloodthirsty kitsune, speed allows for
  mischief to be managed without consequences.
  Benefit: Twice per day, plus an additional time per day
  for every 3 shikigami ascendant levels possessed beyond
  9th, the shikigami ascendant may cast an orison or
  cantrip known through the aid of the minor kami class
  feature as a swift action.
  Additionally, the shikigami ascendant may cast an
  orison or cantrip known through the aid of the minor
  kami class feature once per day as a free action, but
  cannot cast another cantrip or orison sourced from the
  same class feature that round.
  Nogitsune’s Tail
  Requires: Kitsune’s tail fold
  Prerequisite Folds: Kitsune’s tail
  Cost: 1 Origami Point
  While their magic is sourced from the same potential, a
  nogitsune’s punchline is far more sinister than that of
  the kitsune.
  Benefit: Rather than cast one of the spell­like abilities
  granted
  by
  the
  Magical
  Tail
  feat,
  the
  shikigami
  ascendant may consume the daily use of one of those
  spell­like abilities to cast the magic missile spell as a
  spell­like ability with a caster level equal to twice the
  spell level of the Magical Tail­sourced spell­like ability
  consumed and Wisdom as its key ability.
  Reveler’s Countenance
  Cost: 1 Origami Point
  There’s really no competing with Rice: The God, also
  known as Inari, but if there are local river gods, why
  can’t there be a local party god?
  Benefit: Three times per day, the shikigami ascendant
  may, as an immediate action, increase the caster level of
  a potion or oil it is currently consuming by +1.
  Reveler’s Other Stash
  Requires: Reveler’s countenance fold
  Prerequisite Folds: Reveler’s countenance
  Cost: 1 Origami Point
  Sometimes, a party god’s personal stash gets... odd.
  Benefit: When expressing this fold, the shikigami
  ascendant selects a 0th­level spell and a 1st­level spell
  on the wizard spell list that can be made into oils. Oils of
  these
  chosen
  spells
  with
  a
  caster
  level
  of
  1st
  miraculously appear on the ascendant’s person. If
  unconsumed, these oils vanish after being removed
  from the shikigami ascendant’s person for 1 round,
  making them impossible to sell. Further, whenever the
  shikigami ascendant replenishes its spirit point pool,
  any remaining oils vanish immediately.
  Special: When selecting spells to make into oils, the
  shikigami ascendant may expend 1 spirit point. If it
  does, it chooses an additional 1st­level spell on the
  wizard spell list and produces two oils of the chosen
  spell with a caster level of 1st. This is in addition to
  those oils passively produced by the reveler’s other stash
  fold, though they are still subject to vanishing, as
  detailed above.
  Reveler’s Stash
  Requires: Reveler’s countenance fold
  Prerequisite Folds: Reveler’s countenance
  Cost: 1 Origami Point
  As it turns out, local party gods are more popular
  when they have a few bottles of their own.
  Benefit: When expressing this fold, the shikigami
  ascendant selects a 0th­level spell and a 1st­level spell
  on the cleric spell list that can be made into potions.
  Potions of these chosen spells with a caster level of 1st
  miraculously appear on the ascendant’s person. If
  unconsumed, these potions vanish after being removed
  from the shikigami ascendant’s person for 1 round,
  making them impossible to sell. Further, whenever the
  shikigami ascendant replenishes its spirit point pool,
  any remaining potions vanish immediately.
  Special: When selecting spells to make into potions,
  the shikigami ascendant may expend 1 spirit point. If it
  does, it chooses an additional 1st­level spell on the cleric
  spell list and produces two potions of the chosen spell
  with a caster level of 1st. This is in addition to those
  potions passively produced by the reveler’s stash fold,
  though they are still subject to vanishing, as detailed
  above.
  21
  Ultimate Onmyōdō
  Interjection Games
  
  Warrior Poet
  All but the most barbaric of warriors are thinking men,
  even if the information they process is far different
  than
  that
  of
  the
  wizard,
  tinker,
  or
  priest.
  The
  aforementioned, cerebral professions would be wont to
  call the majority of warriors unrefined, even coarse,
  but it is not as though being a frontline combatant
  precludes one from taking up the arts. Combining
  calligraphy pen and blade, song and sword, the
  warrior poet is onmyōdō's answer to the bard, a lyrical
  combatant with an innate connection to the spirit
  world rather than to the magic of the heart.
  Role: The warrior poet is a beacon in the storm,
  capable
  of
  layering
  multiple
  area
  wards
  over
  a
  battlefield in rapid succession using talismans and
  custom haiku, while his proficiency with blade and
  armor allow him to capitalize upon the effects present
  the area thus claimed.
  Alignment: Any. Though the discipline needed to
  bottle emotion and unleash it in a controlled fashion
  tends to cause warrior poets to lean away from the
  Chaotic, there are absolute madcaps out there who
  assure their peers that said discipline is strictly optional
  should sufficient passion be available.
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  Bradley Crouch
  The Warrior Poet
  Table: The Warrior
  Poet
  
  The warrior poet's class skills are Acrobatics (Dex), Bluff
  (Cha), Craft (any) (Int), Diplomacy (Cha), Intimidate
  (Cha), Linguistics (Int), Knowledge (history) (Int),
  Knowledge (nature) (Int), Knowledge (nobility) (Int),
  Knowledge (planes) (Int), Knowledge (religion) (Int),
  Perform (oratory) (Cha), Profession (Wis), Ride (Str),
  Sense Motive (Wis), and Survival (Wis).
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp.) In
  addition, each character begins play with an outfit
  worth 10 gp or less.
  Skill Ranks Per Level: 6 + Int modifier
  The following are all class features of the warrior poet.
  Weapon Proficiency: The warrior poet is proficient
  with simple and martial weapons.
  Armor and Shield Proficiency: The warrior poet is
  proficient with light armor, as well as shields, but not
  tower shields. A warrior poet who is wearing armor or
  wielding a shield with which he is not proficient cannot
  orate haiku, and any ongoing haiku ends immediately.
  Haiku
  A warrior poet's primary source of power stems from his
  understanding of the juxtaposition inherent in haiku
  poetry. In its traditional form, the haiku compares two
  quantities, or subjects, found in nature, then uses one of
  seventeen kireji, or cutting words, to execute the
  juxtaposition in a specific way.
  For our purposes, a haiku is a piece of poetry containing
  two subjects to be compared and a kireji to direct the
  comparison. Subjects are themselves made up of topics,
  which are individual ideas found in nature, like a frog,
  the noonday sun, or the way a boar glares right before it
  makes somebody’s life miserable. Topics and kirejis are
  drawn from the warrior poet’s poetry book. A warrior
  poet begins play with two haiku, plus additional haiku
  equal to his Wisdom modifier / 3 (rounded down,
  minimum +0). Each subject in a haiku has an allowance
  of 1 “on”, or syllable, which dictates how many topics
  each subject can accept. A haiku must contain exactly
  two subjects and one kireji. At 3rd level and every five
  levels thereafter, a warrior poet's increasing mastery
  over poetry increases the “on” allowance of each of his
  subjects by +1 (max 5 at 18th level), thus allowing him
  to add additional topics to each of his subjects. At 5th
  level and every 6 levels thereafter, a warrior poet
  receives an additional haiku, for a total of 5 haiku at
  17th level.
  To prepare or use a haiku, a warrior poet must have a
  Wisdom score equal to at least 12 + the “on” allowance
  of his subjects. The Difficulty Class (DC) for a saving
  throw against a warrior poet's haiku is 10 + 1/2 the
  warrior poet's class level + the warrior poet's Wisdom
  modifier.
  Composition
  A warrior poet must get 8 hours of sleep and study his
  poetry book for 1 hour in order to change his haiku. A
  warrior poet does not need to study his poetry book
  each day to refresh his daily uses of the orate haiku class
  feature (see below). Rather, in order to refresh his daily
  uses of the orate haiku class feature, a warrior poet need
  only get 8 hours of sleep each night. In essence, a
  warrior poet need not study his poetry book at all if he is
  happy with his current haiku selection. Further, if
  separated from his poetry book, a warrior poet can
  continue to use the haiku he has already prepared until
  he is reunited with it.
  A
  warrior
  poet
  begins
  play
  with
  a
  poetry
  book
  containing 3 kireji. Further, his poetry book also begins
  play with topics equal to 2 + the warrior poet's Wisdom
  modifier, minimum 2. At each new warrior poet level, a
  warrior poet gains two of any combination of topics or
  kireji for which he meets all of the prerequisites. See
  Section:
  Poetry
  Book for a listing of available
  subjects and kireji.
  23
  Ultimate Onmyōdō
  Interjection Games
  The english translation of kireji— we call them
  “cutting words”— is actually quite the spectacular
  mistranslation. We got the “cutting” part correct,
  but only a small subset of the seventeen classic
  cutting words of haiku are, in fact, “words” in their
  own
  right.
  Many
  of
  them
  are
  simply
  verb
  conjugation
  to
  achieve
  particular
  tenses,
  while
  others are pauses— literal punctuation mistaken for
  words!— or inflections. Our ignorance regarding the
  kireji in haiku makes our primary and secondary
  school education regarding this form of poetry
  hilariously skewed. What did we learn? We use a 5­
  7­5 syllable structure, we don’t rhyme, and maybe, if
  we’re
  lucky,
  we’re
  told
  it’s
  traditionally
  about
  nature. In the end, the haiku is embraced in
  American schools in an effort to look cosmopolitan,
  and because counting syllables without needing to
  count iambs makes it easier to introduce that part of
  poetry to schoolchildren. The real depth in the
  composition, the cut itself, the prompt left there by
  the author for the reader to think about these two
  things in this specific fashion, is entirely lost to us.
  As the cut is the centerpiece of the warrior poet’s
  haiku composition and oratory system, it is highly
  likely that this isn’t going to feel like the haiku
  you’ve been taught in schools. That’s okay, if only
  because the artistic liberties I took forcing a magic
  system to use haiku as a frame will make the real
  stuff look nothing like what you’re about to play
  with, anyway. Just keep an open mind. Things are
  about to get weird.
  Sidebar: An Introduction
  to Cutting Words
  
  At any time, a warrior poet may copy topics and kireji,
  found in other poetry books to his own. Given the
  nature of a warrior poet’s art, special inks and paper are
  required. The special paper is, luckily, identical to that
  found in wizard spellbooks, thus allowing a warrior poet
  to buy a spellbook and scrawl poetry book on the front
  cover. Further, any magic items designed to record
  wizard spells can record kireji and topics without a
  problem. The ink cost to record a kireji or topic is equal
  to 100 gp times the effective minimum level of what is
  being recorded. For example, a kireji that requires 4
  ranks in a skill effectively requires a minimum level of
  4th and costs 400 gp to record. Kireji and topics take up
  a single page each in the poetry book.
  Specialty stores are known to carry kireji and topics in
  convenient folios. Given the high cost of copying these
  to
  a
  primary
  poetry
  book
  after
  purchase,
  many
  experienced warrior poets are known to have a small
  library on their person. The market price of these folios
  is 150 gp times the effective minimum level of the kireji
  or topic. A folio of effective minimum level 10 or under
  weighs 1 pound, while a folio of effective minimum level
  11 and above weighs 2 pounds.
  Insightful Performance (Ex): At 1st level, a warrior
  poet has learned to approach poetry from both an
  intellectual standpoint and an emotional standpoint. If
  a warrior priest's Wisdom modifier is greater than his
  Charisma modifier, he adds his Wisdom modifier to his
  ranks in the Perform (oratory) skill to calculate his skill
  modifier. If done, this replaces the addition of his
  Charisma
  modifier
  to
  calculate
  his
  Perform
  skill
  modifier.
  Orate Haiku (Su): At 1st level, a warrior poet has
  learned how to orate his haiku in such a way that he
  unleashes the magic inherent in their juxtaposition.
  Each individual haiku can be orated for a number of
  rounds per day equal to a warrior poet's ranks in the
  Perform (oratory) skill + his Wisdom modifier.
  Haiku Performance and Maintenance
  Starting to orate a haiku is a move action, but it can be
  maintained each round as a free action. When a warrior
  poet starts to orate a haiku, he chooses one of the
  haiku’s two subjects to orate first. The effects of that
  subject’s topics start immediately and persist for the
  duration of the oration, or until the warrior poet
  executes the haiku’s kireji.
  A warrior poet can end a performance in one of two
  ways. He can simply stop orating as a free action, or,
  when performing a kireji, he may choose to stop orating.
  Orating a haiku cannot be disrupted, but it ends
  immediately if the warrior poet is killed, paralyzed,
  stunned, knocked unconscious, or otherwise prevented
  from taking a free action to maintain it each round. A
  warrior poet cannot have more than one haiku in effect
  at one time.
  The Kireji
  Whenever the warrior poet makes a full­attack action or
  an attack action (but not an attack of opportunity), he
  may declare any of those attacks to be the literal cut in
  his cutting word, his kireji. The declared attack gains the
  benefits of his currently­orated haiku’s kareji, which
  may empower the poet, empower the attack itself, or
  produce an entirely unrelated effect.
  When the warrior poet executes his kireji, all of the
  effects of the haiku’s currently­orated subject stop
  immediately, and the effects of the other subject’s topics
  begin and persist for the duration of the oration, or until
  he uses his kireji again. In this way, the warrior poet
  uses his cutting words to flip back and forth between his
  subjects, drawing power from the juxtaposition between
  them.
  A warrior poet may only execute a single kireji per
  round.
  24
  Bradley Crouch
  The Warrior Poet
  
  Talismans (Su)
  Practitioners
  of
  onmyōdō
  are
  known
  for
  their
  connection with the spirits that populate the world, and
  one of the most iconic interactions the material has with
  the spiritual is the manufacture of talismans fueled by
  the supernatural power of these spirits. Talismans are
  small tokens, usually made of cloth, paper, or wood, that
  have
  been
  decorated
  with
  glyphs
  showing
  the
  provenance of its source of power, and filled with one or
  more prayers that give that power direction.
  A warrior poet begins play with two prayers for which
  he meets all of the prerequisites. At 2nd level and every
  two
  warrior
  poet
  levels
  thereafter,
  he
  gains
  an
  additional
  prayer
  for
  which
  he
  meets
  all
  of
  the
  prerequisites.
  Talismans come in two flavors: o­fuda and omamori.
  When placing a talisman (see the individual listings for
  o­fuda and omamori talismans), the warrior poet selects
  a single prayer that he knows that is compatible with the
  chosen type of talisman. For its duration, the talisman
  elicits the chosen prayer's effect.
  To place a talisman, a warrior poet must have one hand
  free and a Wisdom score equal to at least 10 + 1/2 the
  effective minimum level of the prayer added to the
  talisman. For example, a prayer that requires 4 ranks in
  a skill effectively requires a minimum level of 4th. Each
  day, a warrior poet can place a number of talismans
  equal to his warrior poet level + his Wisdom modifier.
  Both o­fuda and omamori talismans never allow saving
  throws. A talisman has hardness equal to the warrior
  poet’s Wisdom modifier and hit points equal to three
  times the warrior poet’s class level. Melee attacks made
  against an o­fuda talisman are made automatically
  successful,
  while
  melee
  attacks
  made
  against
  an
  omamori talisman are automatically successful if the
  subject of the talisman is willing to have its talisman
  struck; otherwise, the attack is made against the touch
  AC of the subject +2. Ranged attacks are made against
  an AC of 9 if the target is an o­fuda talisman or an
  omamori talisman worn by a willing subject, or made
  against the touch AC of the subject +2 if the subject is
  unwilling. If a talisman is reduced to 0 hit points, it is
  destroyed and its effects end immediately; otherwise, a
  talisman has a duration of 3 rounds + 1 round per
  warrior poet level.
  O­fuda: O­fuda talismans were originally designed to
  ward entire households at once, keeping out evil spirits
  and bad luck, or promoting fortune and cheer within its
  boundaries. Taken out of its traditional home and made
  a tool for the adventuring practitioner of onmyōdo, o­
  fuda talismans are the gold standard for area warding.
  When an o­fuda talisman is placed on a solid surface in
  an unoccupied 5­foot square the warrior poet threatens,
  a standard action, it affects a 10­foot radius centered on
  the talisman. Once placed, an o­fuda becomes affixed to
  that surface and cannot be moved unless it is destroyed.
  Omamori: Omamori talismans were originally designed
  for personal protection, and this translates well to the
  adventuring profession. When an omamori talisman is
  placed on a creature occupying a square the warrior
  poet threatens, a standard action, it affects just that
  creature. If the creature is not a willing recipient, then
  the warrior poet must make a melee touch attack. If
  successful, the talisman is affixed to the subject and
  cannot be removed unless it is destroyed. A failed melee
  touch attack provokes attacks of opportunity, but does
  not consume a daily talisman use.
  Alternate Inflection (Su): At 2nd level, the warrior poet
  learns how to twist the meaning of his poetry by
  interjecting a different kireji at the last moment. He
  gains an inflection. An inflection is like a haiku, except
  that it has a kireji and no subjects. Whenever the
  warrior poet would execute a kireji, he may use the
  kireji native to the haiku he is orating, or he may
  execute the kireji prepared in his inflection.
  The warrior poet may execute his inflection up to twice
  per day, plus an additional time per day at 6th level and
  every four warrior poet levels thereafter (max 6 uses at
  18th level).
  Omamori Edge (Ex): Starting at 4th level, the
  warrior poet gains the ability to place an omamori
  talisman onto a weapon as though it were a willing
  creature. This is a standard action that consumes one of
  the warrior poet’s daily uses of the talisman class
  feature; however, the placed talisman is inactive. While
  inactive, it elicits no effect and does not consume its
  limited duration. A weapon may only have a single
  omamori talisman placed upon it in this manner at any
  one time.
  As a swift action, the warrior poet may attack with a
  weapon upon which he has placed an inactive omamori
  talisman. On a successful hit, the inactive talisman is
  placed upon the struck creature and activates. On a
  failed attack, if the attack was a melee attack, the
  talisman remains inactive on the weapon; however, if
  the failed attack was a ranged attack, the inactive
  talisman launches with the ammunition and must be
  retrieved if a second attempt to activate it is desired. If
  the fired ammunition is destroyed on impact, then the
  talisman is also lost.
  Only attacks made using omamori edge can move the
  placement of an inactive talisman from a weapon to a
  creature. If the warrior poet attacks a willing creature
  with omamori edge (perhaps in an attempt to place a
  talisman
  quickly),
  he
  may
  withhold
  his
  weapon’s
  enhancement bonus to damage, as well as any positive
  ability modifiers to his damage roll.
  25
  Ultimate Onmyōdō
  Interjection Games
  
  Cutting Blade (Ex): Starting at 5th level, the base
  damage dice of any weapon the warrior poet wields
  while orating increases by +1d2. For example, a dagger
  becomes 1d4+1d2, a greatsword becomes 2d6+1d2, and
  so on. This increases to +1d4 at 9th level, +2d2 at 13th
  level, and +2d4 at 17th level. As base damage dice, they
  are multiplied on critical hits, have their damage type(s)
  determined by the damage type(s) of the weapon
  wielded, and are subject to damage reduction.
  Accurate Omamori (Ex): Starting at 8th level, the
  warrior poet gains a +1 bonus to attack rolls made to
  deliver a talisman using the omamori edge class feature.
  This increases by +1 at 12th level and 16th level, to a
  maximum of a +3 bonus.
  O­fudamori (Su): At 20th level, whenever the warrior
  poet places an o­fuda talisman, he may treat it as an
  omamori talisman for the purpose of its prayer. In all
  other respects, it is still an o­fuda talisman. In essence,
  this means that the warrior poet's o­fudamori talisman
  has the area of effect of an o­fuda and the raw power of
  an omamori.
  This ability may be used three times per day, and can
  only be used if the o­fuda's prayer is compatible with
  both o­fuda and omamori talismans.
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some
  races have the option of choosing from a number of
  other bonuses, depending upon their Favored Classes.
  The following options are available to the listed race
  who have warrior poet as their Favored Class, and
  unless otherwise stated, the bonus applies each time you
  select the listed Favored Class reward.
  Aasimar – Whenever the poet begins to orate a subject
  without the glorious dawn topic, he may add the effects
  of the glorious dawn topic to that subject for 1 round as
  a free action. This ability may be used once per day for
  every 2 times this bonus has been taken.
  Drow – Add +1/6 of a round to the duration of
  talismans delivered using the omamori edge class
  feature.
  Dwarf
  –
  Whenever
  the
  poet
  begins
  to
  orate
  or
  maintains a subject without the the mountain's bulk
  topic, he may add the effects of the the mountain's bulk
  topic to that subject for 1 round as a free action. This
  ability may be used once per day for every 2 times this
  bonus has been taken.
  Elf – Add +1/6 of a round to the daily duration of all of
  the poet's haiku.
  Goblin – The poet may reroll the bonus damage dice
  granted by the cutting edge class feature once per day
  for each time this bonus has been taken. He must take
  the new result, even if it is worse, and cannot use
  multiple favored class bonus­granted rerolls on a single
  damage roll; however, if the poet has access to an ability
  that rerolls his entire damage roll, he may reroll his
  cutting edge damage dice as part of that full reroll and
  then expend the reroll granted by this ability either
  before or after the full damage dice reroll.
  Gnome – Add +1/11 of a daily use of the o­fudamori
  class feature. When the poet gains a full use from this
  favored class bonus, he gains the o­fudamori class
  feature, but does not gain the daily uses granted at 20th
  level.
  Half­elf – Add +1/3 of a talisman prayer.
  Halfling – The first time this bonus is taken, choose a
  haiku. The daily duration of the chosen haiku increases
  by +1 round for each time this bonus has been taken.
  Half­orc – Damaging talismans deal +1/3 damage on
  their first round of effect.
  Hobgoblin
  –
  When
  delivering
  a
  talisman
  using
  omamori edge, the poet deals +1/2 damage to the target,
  friendly or no.
  Human – Add +1/2 of a haiku topic.
  Kitsune – Whenever the poet begins to orate or
  maintains
  a
  subject
  without
  the
  a
  kitsune's
  ventriloquism topic, he may add the effects of the a
  kitsune's ventriloquism topic to that subject for 1 round
  as a free action. This ability may be used once per day
  for every 2 times this bonus has been taken.
  Kobold – The poet may use the omamori edge class
  feature to deliver an o­fuda talisman rather than an
  omamori talisman once per day for every 3 times this
  bonus is taken. An o­fuda talisman must be delivered to
  an unoccupied square, and treat that square as though it
  had an AC of 5.
  Orc – Whenever the poet begins to orate or maintains a
  subject, he may add the effects of the the mantis hunts
  topic to that subject for 1 round as a free action. This
  ability may be used once per day for every 2 times this
  bonus has been taken.
  Puddling – Add +1/6 of the Interjected Topic feat. Once
  the poet has the Interjected Topic feat, add +1/2 of a
  daily use of the Interjected Topic feat.
  Tiefling – Whenever the poet begins to orate or
  maintains a subject without the hare's paranoia topic,
  he may add the effects of the hare's paranoia topic to
  that subject for 1 round as a free action. This ability may
  be used once per day for every 2 times this bonus has
  been taken.
  26
  Bradley Crouch
  The Warrior Poet
  Favored Class Bonuses
  
  Warrior Poet Archetypes
  Much like the kireji that is central to their craft,
  warrior poets are themselves a living, breathing
  juxtaposition, and even a slight shift of the balance
  between warrior and poet can generate something
  totally new.
  Kigoist (Archetype)
  Those warrior poets who shed the trappings of the
  former portion of their name in order to focus on the
  latter portion of their name tend to take on the moniker
  of kigoist. This is derived from kigo, the seasonal
  reference found in traditional haiku.
  Kigoists have the following class features:
  Weapon Proficiency: A kigoist is proficient with
  simple weapons.
  This ability modifies weapon proficiency.
  Kigo (Sp): At 1st level, whenever a kigoist begins to
  orate, he dedicates his oration to a season: spring,
  summer, fall, or winter. Each time he expends a round
  of a haiku's daily duration, the season to which that
  haiku is dedicated gains a season charge. The maximum
  number of season charges each season may have
  dedicated to it is equal to 2 + the kigoist's Charisma
  modifier (minimum 2).
  As a standard action, a kigoist may expend season
  charges from a season that has had them dedicated to it
  in order to cast a spell­like ability associated with that
  season. The number of season charges required to cast a
  spell­like ability varies from ability to ability.
  When casting a spell­like ability using kigo, the kigoist
  has a caster level equal to his kigoist level and uses
  Charisma as his key ability.
  Spring
  create water ­ 1 charge
  light ­ 1 charge
  cure light wounds ­ 3 charges
  entangle ­ 3 charges
  flare burst ­ 3 charges
  Starting at 4th level, the kigoist may cast the following:
  aid ­ 5 charges
  summon monster II
  (Small air elemental only) ­ 5 charges
  Starting at 8th level, the kigoist may cast the following:
  grace ­ 5 charges
  resist energy (acid) ­ 5 charges
  Starting at 12th level, the kigoist may cast the following:
  aid, mass ­ 7 charges
  summon monster IV (1d4+1 Small air elementals
  OR Medium air elemental only) ­ 7 charges
  Summer
  spark ­ 1 charge
  touch of fatigue ­ 1 charge
  burning hands ­ 3 charges
  produce flame ­ 3 charges
  sun metal ­ 3 charges
  Starting at 4th level, the kigoist may cast the following:
  blur ­ 5 charges
  summon monster II
  (Small fire elemental only) ­ 5 charges
  Starting at 8th level, the kigoist may cast the following:
  resist energy (cold) ­ 5 charges
  scorching ray ­ 5 charges
  Starting at 12th level, the kigoist may cast the following:
  displacement (self only) ­ 7 charges
  summon monster IV (1d4+1 Small fire elementals
  OR Medium fire elemental only) ­ 7 charges
  27
  Ultimate Onmyōdō
  Interjection Games
  Kigoist (Archetype)
  
  Fall
  acid splash ­ 1 charge
  resistance ­ 1 charge
  divine favor ­ 3 charges
  goodberry ­ 3 charges
  magic fang ­ 3 charges
  magic weapon ­ 3 charges
  Starting at 4th level, the kigoist may cast the following:
  acid arrow ­ 5 charges
  summon monster II
  (Small earth elemental only) ­ 5 charges
  Starting at 8th level, the kigoist may cast the following:
  burst of nettles ­ 5 charges
  resist energy (electricity) ­ 5 charges
  Starting at 12th level, the kigoist may cast the following:
  greater magic fang ­ 7 charges
  greater magic weapon ­ 7 charges
  summon monster IV (1d4+1 Small earth elementals
  OR Medium earth elemental only) ­ 7 charges
  Winter
  dancing lights ­ 1 charge
  ray of frost ­ 1 charge
  bane ­ 3 charges
  inflict light wounds ­ 3 charges
  snowball ­ 3 charges
  Starting at 4th level, the kigoist may cast the following:
  darkness ­ 5 charges
  summon monster II
  (Small water elemental only) ­ 5 charges
  Starting at 8th level, the kigoist may cast the following:
  resist energy (fire) ­ 5 charges
  unshakable chill ­ 5 charges
  Starting at 12th level, the kigoist may cast the following:
  sleet storm ­ 7 charges
  summon monster IV (1d4+1 Small water elementals
  OR Medium water elemental only) ­ 7 charges
  Whenever the kigoist replenishes the daily duration of
  his haiku, he sets the number of season charges
  associated with each season to 0.
  Cutting Dedication (Ex): Starting at 5th level, if the
  kigoist has been orating for at least 3 rounds since his
  last kireji, he dedicates that kireji to a season other than
  the one to which he is currently dedicating his oration.
  The season to which his kireji is dedicated gains 1
  season charge.
  Seasonal
  Rapidity
  (Sp):
  Starting
  at
  5th
  level,
  whenever the kigoist would execute a kireji after orating
  for at least 3 rounds since his last kireji, he may cast a
  spell­like ability with a charge cost of 3 or less using the
  kigo class feature as his kireji instead. The chosen spell­
  like ability must be from the season to which his current
  haiku is dedicated. This effectively allows him to replace
  a single attack in a full­attack action with a spell­like
  ability, while also changing from one haiku subject to
  the other haiku subject.
  This
  ability
  replaces
  omamori
  edge
  and
  accurate
  omamori.
  Journeyman Dedicator (Ex): At 9th level, the
  maximum number of season charges each season can
  maintain with the kigo class feature increases by +1, to a
  minimum of 3.
  Poetic Fortitude (Ex): At 9th level and 13th level, the
  number of rounds that each of the kigoist's haiku can be
  performed daily increases by +1.
  This ability replaces cutting blade.
  Morning Dedication (Sp): At 13th level, whenever
  the kigoist replenishes the daily duration of his haiku,
  his kigo class feature sets the number of season charges
  associated with each season to 2 rather than to 0.
  Master Dedicator (Ex): At 17th level, the maximum
  number of season charges each season can maintain
  with the kigo class feature increases by an additional +1,
  to a minimum of 4.
  Juxtaposed Seasons (Sp): At 20th level, whenever
  the kigoist has at least 5 season charges dedicated to
  each season with the kigo class feature, he may expend
  all of his season charges to cast a spell­like ability from
  each of the four seasons as a standard action. Three of
  the four spell­like abilities chosen must have a season
  charge cost of 3 or less, while the fourth must have a
  season charge cost of 5 or less.
  This ability replaces o­fudamori.
  28
  Bradley Crouch
  Warrior Poet Archetypes
  
  Onmyōdō Feats
  Aid of the Arcane
  Your shikigami is fairly popular among the kami
  responsible for tending the world's arcane weave.
  Harnessing this unexpected aid, you find yourself
  capable of tapping deeper into this weave than can the
  average onmyoji.
  Prerequisite: Aid of the minor kami class feature
  Benefit: Your aid of the minor kami class feature
  allows you to select an additional wizard cantrip
  whenever you replenish your spirit pool.
  In addition, you may cast magic missile 1/day as a spell­
  like ability with a caster level equal to your onmyōji level
  and Wisdom as your key ability.
  Normal: The aid of the minor kami class feature grants
  knowledge of two wizard cantrips and two cleric
  orisons.
  Aid of the Earth
  Every rock, every tree, and every blade of grass has its
  own attendant spirit. Your shikigami knows most of
  them by name. This happy coincidence allows you to
  draw upon the might of the earth itself, if in a fairly
  roundabout fashion.
  Prerequisite: Aid of the minor kami class feature
  Benefit: Your aid of the minor kami class feature
  allows you to select a druid orison whenever you
  replenish your spirit pool.
  In addition, you may cast create flame 1/day as a spell­
  like ability with a caster level equal to your onmyōji level
  and Wisdom as your key ability.
  Normal: The aid of the minor kami class feature grants
  knowledge of two wizard cantrips and two cleric
  orisons.
  Aid of the Kitsune
  Kitsune understand how to request help, and then
  throw it in the helper's face by doing something
  completely unexpected with it.
  Prerequisite: Aid of the minor kami class feature
  Benefit:
  Whenever you are about to select your
  cantrips and orisons for the day with the aid of the
  minor kami class feature, you may choose not to select
  your full complement of cantrips and orisons. For each
  that you do not select, you gain 1 temporary spirit point
  that lasts for 24 hours.
  Special: As Aid of the Kitsune is all about breaking
  expectations, it is not considered to be an "Aid" feat by
  spells, petitions, feats, and other abilities that care about
  such things.
  Aid of the Minor Deity
  A fair number of kami become their own distinct entity
  in the minds of mortals. The god of a local hot spring,
  locally notable, but regionally unimportant, is a prime
  example.
  Prerequisite: Aid of the minor kami class feature
  Benefit: Your aid of the minor kami class feature
  allows you to select an additional cleric orison whenever
  you replenish your spirit pool.
  In addition, you may cast cure light wounds 1/day as a
  spell­like ability with a caster level equal to your
  onmyōji level and Wisdom as your key ability.
  Normal: The aid of the minor kami class feature grants
  knowledge of two wizard cantrips and two cleric
  orisons.
  Aid of the Minstrel
  Being immortal creatures, many kami pick up an art of
  some sort to while away the time. A minor spirit
  responsible for making sure the grass in a single small
  field grows properly may take up weaving little
  baskets from blades of grass, while others take up
  music. Your shikigami is familiar with many such
  minor kami, and their skills are yours for the asking.
  Prerequisite: Aid of the minor kami class feature
  Benefit: Your aid of the minor kami class feature
  allows you to select an additional bard cantrip whenever
  you replenish your spirit pool.
  In addition, you may cast charm person 1/day as a
  spell­like ability with a caster level equal to your
  onmyōji level and Wisdom as your key ability.
  Normal: The aid of the minor kami class feature grants
  knowledge of two wizard cantrips and two cleric
  orisons.
  Ally of the Kami
  The kami like you, and tend to bend over backwards to
  ensure you stay safe.
  Prerequisite: Extra Petition, spirit pool class feature
  Benefit: The size of your spirit pool increases by +3.
  Special: You can gain Ally of the Kami multiple times,
  but cannot gain Ally of the Kami more times than you
  have gained Extra Petition. Its effects stack.
  29
  Ultimate Onmyōdō
  Interjection Games
  
  Calligraphist
  Your familiarity with calligraphy allows you to receive
  the help of a less­than­uniform grouping of dead
  calligraphists whenever you call out for their help.
  Prerequisite: Aid of the calligraphists petition,
  aid of the functionaries petition
  Benefit: The first time you cast each of the following
  petitions daily, its spirit point cost is set to 0:
  • aid of the calligraphists
  • aid of the functionaries
  In addition, when you cast aid of the calligraphists, you
  may choose the same calligraphy style up to three times
  per casting when selecting how to affect each of your
  targets.
  Normal: When you cast aid of the calligraphists, you
  may choose a particular calligraphy style up to once per
  casting when selecting how to affect each of your
  targets.
  Deity Focus
  All it takes is a little schmoozing to the right gods, and
  thunderbolts tend to be just a bit more electrifying
  when you ask for them.
  Benefit: When you first gain Deity Focus, choose two
  petitions that you know. The Difficulty Class (DC) of any
  saving throw called for by the chosen petitions is
  increased by +1.
  Special: You can gain Deity Focus multiple times. Each
  time, choose two more petitions that you know.
  Extra Aid
  Your shikigami's connections with the minor kami of
  the spirit world are fairly extensive.
  Prerequisite: Aid of the Arcane OR Aid of the Earth
  OR Aid of the Minor Deity OR Aid of the Minstrel
  Benefit: You may cast each of the spell­like abilities
  granted by the Aid of the Arcane, Aid of the Earth, Aid
  of the Minor Deity, and Aid of the Minstrel feats an
  additional time per day.
  Extra Petition
  You have forged more relationships with powerful
  kami than your peers have.
  Prerequisite: Petition spirits class feature
  Benefit: You gain one additional petition. You must
  meet all of the prerequisites for this petition.
  Special: You can gain Extra Petition multiple times.
  Extra Prayer
  You have been asked for many ridiculous talismans
  over the course of your career.
  Prerequisite: Talismans class feature
  Benefit: You gain one additional talisman prayer. You
  must meet all of the prerequisites for this talisman
  prayer.
  Special: You can gain Extra Prayer multiple times.
  Extra Talisman
  Rather than learn how to make a wider variety of
  talismans, you simply focus on making more of them.
  Prerequisite: Talismans class feature
  Benefit: You may place one additional talisman per
  day.
  Special: You can gain Extra Talisman twice. Its effects
  stack.
  Favored of the Great Kami
  A powerful kami spirit has taken a shine to you for
  some reason, and it takes less asking to get her to help
  you.
  Prerequisite: Petition spirits class feature
  Benefit: Choose a single petition that you know. The
  spirit point cost of that petition is reduced by ­1, to a
  minimum of 1.
  Glowing Spirituality
  It is easy for the kami to take notice of your actions
  when your soul glows like a lighthouse in the midst of a
  fog.
  Prerequisite: Onmyōji level 10th, petition spirits class
  feature
  Benefit: Choose an ability granted by the spirit pool
  class feature, such as iron talismans. Whenever you use
  that ability, you gain 1 temporary spirit point. This
  temporary spirit point lasts until the end of your turn.
  Improved Shikigami
  Though you may have outright captured it in a shell of
  paper, you care for your shikigami. After all, it’s your
  most constant ally.
  Prerequisite: Onmyōji level 8th,
  shikigami class feature
  Benefit: Your shikigami gains a bonus feat. It must
  meet all of the prerequisites of this feat. If your
  shikigami is lost or dismissed, its replacement gains a
  bonus feat once it is bound to you.
  30
  Bradley Crouch
  Onmyōdo Feats
  
  Interjected Topic
  We've all been there. You're flipping through a book of
  poetry and half of the damned things are about frogs,
  cherry blossoms, or happy little trees. This one poem
  starts off about crumbling city walls, and somehow
  ends with a frog. It's infuriating! As it turns out, you,
  too, are part of the problem. And you're proud about
  this, aren't you?
  Prerequisite: Haiku class feature,
  On capacity of 2 or greater per subject
  Benefit: You gain an interjection. An interjection is like
  a haiku, except that it only has a single subject that has
  an On capacity of 1 and it cannot be orated. While
  orating a standard haiku, you may interject as a swift
  action, adding the effects of your interjection's topic to
  your current haiku's topics for 1 round. This may be
  done three times per day.
  Lingering Reach
  When projecting your influence into the spirit realm,
  you do not reach out as far as your peers, but, in doing
  so, you can keep your omyotic equivalent of an arm
  held out for longer before your psyche gets tired.
  Prerequisite: Reach of the spirits spirit pool ability
  Benefit: Your reach of the spirits spirit pool ability now
  increases your reach by +5 feet for every two onmyōji
  levels you possess; however, the ability now persists for
  1d3+1 rounds.
  Normal: Your reach of the spirits spirit pool ability
  increases your reach by +5 feet per onmyōji level;
  however, it only persists for one round.
  Origami Adept
  You are a master of papercraft, which makes you a
  master of the self.
  Prerequisite: Refold class feature
  Benefit: Whenever you use the refold class feature, you
  gain DR 3/­ for 1 minute, or until you have negated 9
  points of damage in this manner, whichever comes first.
  Petition the Minor Kami
  You are adept at formally leveraging your shikigami's
  connections.
  Prerequisite: Know the gift of the arcane petition OR
  gift of the earth petition OR gift of the minor deity
  petition OR gift of the minstrel petition
  Benefit: The first "gift" petition you cast each day— gift
  of the arcane, gift of the earth, gift of the minor deity,
  or gift of the minstrel— has its spirit point cost set to 0.
  Praise the Rest
  They say that being creative is like a snowball. Once
  you get going, your ideas just keep getting bigger.
  Prerequisite: Praise the X, kigoist level 9th
  Benefit: Using the thematic criteria found in the Praise
  the X feat, choose a 1st­level spell for each of the three
  seasons that did not gain a new spell when you took the
  Praise the X feat. For example, if you chose entropic
  shield as a Spring spell with winds as your justification,
  you are now choosing a thematically­appropriate 1st­
  level spell for Summer, Fall, and Winter. As with Praise
  the X, all selections require Game Master approval.
  Praise the X
  Though
  still
  a
  traditionalist
  at
  heart,
  you've
  championed a haiku topic that isn't frogs, cherry
  blossoms, or happy little trees. Thank you.
  Prerequisite: Kigo class feature
  Benefit: Choose a 1st­level spell that meets the themes
  set forth for one of the seasons in the kigoist's kigo class
  feature. With Game Master approval, you gain the
  ability to cast the chosen spell as a spell­like ability with
  the kigo class feature. It costs 3 charges to cast.
  Spring
  Associated Element: Air
  Opposed Element: Earth
  Associated
  Spell
  Themes:
  Healing,
  protection,
  preemptive negation of enemy abilities
  Opposed Spell Themes: Damage, debilitation
  Summer
  Associated Element: Fire
  Opposed Element: Water
  Associated Spell Themes: Damage, heat (a haze in
  the air with blur, sunstroke from touch of fatigue)
  Opposed
  Spell
  Themes:
  Enhancement
  and
  protection that isn't heat­themed, healing
  Fall
  Associated Element: Earth
  Opposed Element: Air
  Associated Spell Themes: The harvest, weapon
  enhancement, damage over time, hazardous areas
  Opposed Spell Themes: Direct damage, non­food
  healing
  Winter
  Associated Element: Water
  Opposed Element: Fire
  Associated Spell Themes: Damage, debilitation
  Opposed
  Spell
  Themes:
  Enhancement,
  healing,
  protection
  31
  Ultimate Onmyōdō
  Interjection Games
  
  Shikigami­Familiar
  Though
  such
  an
  arrangement
  typically
  involves
  belonging to strange and exotic bloodlines, following
  long forgotten universal mysteries, or an absolute
  mastery of the mind in all of its facets, it is possible for
  an individual to be entitled to both a shikigami and a
  familiar at once. Of the few who achieve this, many
  keep these partner roles separate. You, apparently, are
  not in this camp.
  Prerequisite: Ability to possess a familiar,
  ability to possess a shikigami
  Benefit: Rather than possessing a familiar and a
  shikigami as separate entities, you possess a single
  shikigami­familiar instead. Treat a shikigami­familiar as
  a standard shikigami, with the following differences:
  • Immediately grant the shikigami­familiar a bonus feat
  when you take the Shikigami­Familiar feat. This feat
  must either be a familiar feat or a shikigami feat. If you
  lose your shikigami­familiar and subsequently gain a
  new
  one,
  it
  gains
  a
  bonus
  feat
  with
  the
  same
  restrictions.
  • The shikigami­familiar is treated as both a shikigami
  and a familiar for the purpose of qualifying for feats.
  • Increase the shikigami­familiar's hardness by +2,
  grant it a +1 luck bonus to AC and saving throws, and
  increase its maximum hit points by an amount equal to
  your character level.
  • Each of the shikigami­familiar's mental ability scores
  (Intelligence, Wisdom, and Charisma) are set to the
  higher score to which it is entitled based on shikigami
  progression and familiar progression. (For example, if
  you are a 10th­level onmyoji who is somehow entitled to
  a familiar that treats you as though you have an effective
  level of 5th, each of your shikigami­familiar's mental
  ability scores are set to that entitled to a shikigami with
  a 10th­level master or a familiar with a 5th­level master,
  whichever is higher.)
  • The shikigami­familiar gains all special abilities that
  would be granted to a familiar as its master increases in
  level. This is in addition to those that are granted to a
  shikigami as its master increases in level.
  • The shikigami­familiar may place a talisman and
  deliver a touch spell of 1st level or lower with the same
  action.
  Spiritual Fold
  Minor origami folds don't necessarily even need to be
  actual creases in your body. They can be there in spirit.
  Prerequisite: Origami pool class feature
  Benefit: Whenever you expend origami points to fold
  your body for the day with the origami pool class
  feature, choose an additional origami fold with an
  origami point cost of 1. You must meet its prerequisites.
  The chosen fold elicits no effect innately; however, until
  the next time you fold your body for the day with the
  origami pool class feature, you may expend 1 spirit point
  as a swift action to gain the benefits of the chosen
  origami fold for 1 minute.
  Spiritual Origami
  While there is a limit to the number of times you can
  fold your own body while maintaining supernatural
  effect in doing so, the easy way around this problem is
  to hire on a kami to do the folding for you so that this
  kami's own supernatural essence fuels the fold's intent.
  Prerequisite: Refold class feature
  Benefit: As a standard action, you may expend 1 spirit
  point in order to gain a temporary use of the refold class
  feature. This temporary use persists for 1 hour, or until
  used.
  Supporting Orator
  Sometimes, a topic can't quite stand on its own, or
  needs a particular inflection. Fixing this is a specialty
  of yours.
  Prerequisite: Warrior Poet 9
  Benefit: Choose one of your haiku. Each of the chosen
  haiku's subjects may contain an additional topic with an
  On cost of 1; however, this additional topic fulfill one of
  the following two conditions:
  1. The topic is a kitsune's ventriloquism.
  2. The topic's only function is to modify the other topics
  in a subject.
  Topic Favoritism
  Your haiku variety is hampered by one topic you
  obviously adore above others.
  Prerequisite: Haiku class feature, warrior poet level
  3rd
  Benefit: When you first gain Topic Favoritism, choose
  a topic that you know with an On cost of 1. Whenever
  you change the composition of your haiku, you may add
  this topic to one of your haiku subjects as though it had
  an On cost of 0.
  Special: You may gain Topic Favoritism multiple
  times. Each time, the required warrior poet level
  increases by +6.
  Multiple topics that have had their On cost set to 0 by
  Topic Favoritism may not be added to the same haiku.
  Topic Focus
  You tend to orate just a bit more clearly when your
  current subject is a favorite topic.
  Prerequisite: Topic Favoritism
  Benefit: The Difficulty Class (DC) of any saving throw
  called for by the topics present in a haiku subject
  containing a topic affected by the Topic Favoritism feat
  is increased by +1.
  32
  Bradley Crouch
  Onmyōdo Feats
  
  Verdant Ascendant
  Slavers! Wretches! Anything they can achieve by
  throwing a leash upon one of your peers, you can
  emulate of your own free will.
  Prerequisite: Shikigami ascendant level 9th
  Benefit: Whenever you replenish your spirit pool for
  the day, you produce one green shoot as the green
  shoots portion of the bound shikigami ability of the
  mokusei archetype of the onmyōji base class.
  You are also considered to have the green shoots portion
  of the bound shikigami class feature for the purpose of
  meeting the prerequisites of other feats.
  Verdant Conglomeration
  You've learned how to glom multiple green shoots into
  something that isn't quite a greenest shoot. You've
  decided to go with the comparative over the superlative
  and call them greener shoots.
  Prerequisite: Bound shikigami class feature,
  ability to produce 3+ green shoots daily
  Benefit: Whenever you are about to produce green
  shoots, you may choose to produce a greener shoot
  instead of a green shoot. A greener shoot follows all of
  the rules for a green shoot, save that the chosen petition
  may have a base spirit point cost of up to 2 and that it is
  considered to be a wand of a 5th­level spell (DC 17, CL
  9th).
  Verdant Focus
  Your
  green
  shoots
  are
  significantly
  harder
  to
  withstand.
  Prerequisite: Green shoots portion of the
  bound shikigami class feature
  Benefit: The Difficulty Class (DC) of any saving throw
  called for by your green shoots, greener shoots, and
  greenest shoot is increased by +1.
  Verdant Fortitude
  Your mokugami produces green shoots that stand the
  test of time.
  Prerequisite: Green shoots portion of the
  bound shikigami class feature
  Benefit: Whenever your green shoots produced by the
  green shoots portion of the bound shikigami class
  feature would rot and become useless, you may choose a
  single green shoot you possess. The chosen green shoot
  does not rot and remains viable.
  Special: If you also have the Verdant Conglomeration
  feat, you may choose a greener shoot you possess rather
  than a green shoot. If you do, you produce one fewer
  green shoot and cannot create a greener shoot that day.
  Verdant Universality
  You came across a mokusei one day, and though you
  didn't agree with his methods, his "green shoots" were
  particularly fascinating. As it turns out, the paper of
  your shikigami's origami shell was once wood, and one
  conference later, your shikigami's growing twigs right
  out of its body!
  Prerequisite: Shikigami class feature,
  onmyōji level 9th
  Benefit: Whenever you and your shikigami replenish
  your spirit pools for the day, your shikigami produces
  one green shoot as the green shoots portion of the
  bound shikigami ability of the mokusei archetype of the
  onmyōji base class.
  You are also considered to have the green shoots portion
  of the bound shikigami class feature for the purpose of
  meeting the prerequisites of other feats.
  Special: If you have the dual shikigami class feature
  (found in the shubo­sha archetype of the onmyōji base
  class), you can take Verdant Universality twice, once for
  each shikigami you possess.
  Voluminous Loquacity
  Sometimes, purple prose is the right thing to do!
  Prerequisite: Haiku class feature
  Benefit: Whenever you orate a haiku for a multiple of 5
  rounds (5, 10, 15, etc.) without executing a kireji or
  ending your oration, that haiku immediately regains 1
  round of its daily duration.
  Whittled Ruination
  Sometimes, you just need to blast something.
  Prerequisite: Green shoots portion of the
  bound shikigami class feature
  Benefit:
  You
  may
  activate
  green
  shoots,
  greener
  shoots, and greenest shoots as though they were wands
  of magic missile.
  Whittled Magic
  Your mokugami is eager to produce green shoots like
  some sort of factory worker, which begs the question:
  what on earth are you threatening to do if it refuses?
  Prerequisite: Green shoots portion of the bound
  shikigami class feature, mokusei level 7th
  Benefit: The green shoots portion of the bound
  shikigami class feature produces an additional green
  shoot daily.
  Special: You can gain Whittled Magic multiple times.
  Its effects stack.
  33
  Ultimate Onmyōdō
  Interjection Games
  
  Shikigami Feats
  Bejeweled Spirit (Shikigami)
  You’re one of those spirits who likes gold.
  Prerequisite: Must be a shikigami
  Benefit: You can wear an item in the neck slot.
  Normal: A shikigami cannot wear or wield equipment.
  Best Friends in High Places (Shikigami)
  The mortals have made a huge story out of that time
  Ame­no­Uzume­no­Mikoto danced in the nude to get
  Amaterasu to quit moping and come out of a cave. You
  were there, and it was hilarious!
  Prerequisite: Friends in High Places
  Benefit: Choose one petition that you know. The
  Difficulty Class (DC) of all saving throws called for by
  that petition increases by +2. In addition, you treat your
  petitioner level as though it were +2 higher for the
  purpose of the chosen petition.
  Bountiful Influence (Shikigami)
  You can maintain a link with your master at a greater
  range.
  Prerequisite: Powerful bond ability
  Benefit: Treat your Hit Dice as though it were +2
  higher for the purpose of the powerful bond ability.
  Deific Rush (Shikigami)
  Out of the way! Tiny god coming through!
  Prerequisite: Must be a shikigami,
  master must have the petition spirits class feature
  Benefit: Whenever you cast a petition, your hardness
  increases by +1d4 for 1 round.
  Exceptional Spirit (Shikigami)
  You are better, faster, or stronger than the average
  spirit.
  Prerequisite: Must be a shikigami
  Benefit:
  Choose
  an
  ability
  score
  other
  than
  Constitution. You gain a +2 insight bonus to the chosen
  ability score.
  Special: You can gain Exceptional Spirit multiple
  times. Each time, choose a different ability score.
  Friends in High Places (Shikigami)
  The onmyōji speaks of some kami as though they were
  gods. For you, that "god" is simply the old guy who
  lives down the block, and he owes you a favor.
  Prerequisite: Spirit pool class feature,
  must be a shikigami,
  master must have the petition spirits class feature
  Benefit: Choose one petition that your master knows.
  You may cast this petition as though you were an
  onmyōji whose class level is equal to your Hit Dice. You
  do not need to meet the prerequisites of the petition,
  and you ignore the minimum Wisdom requirements
  necessary to cast a petition. By extension, you may cast
  petitions while mentally impaired in a way that typically
  halts the use of magic, such as the feeblemind spell.
  Special: You may take this feat multiple times. Each
  time, choose a different petition that your master
  knows.
  Powerful Spirit (Shikigami)
  As a spirit yourself, your spirit pool is not a measure of
  how powerful your connection with the spirit world is,
  but how powerful you are yourself. Luckily for your
  onmyōji, you're kind of a big deal. Unluckily for
  yourself, you’re not a big enough deal to have gotten
  out of being bound to a piece of paper in the first place.
  Prerequisite: Spirit pool class feature,
  must be a shikigami
  Benefit: The size of your spirit pool increases by +2. In
  addition, your maximum hit points increase by +2.
  Special: You can take this feat multiple times. Its
  effects stack.
  Selfish Spirit (Shikigami)
  Omamori are used to protect individuals, but the most
  important individual is yourself!
  Prerequisite: Share talismans class feature,
  must be a shikigami
  Benefit: Whenever you place an omamori on yourself,
  if you are within 20 feet + 5 feet/HD of your master, the
  duration of that omamori is based on your master's
  onmyōji level.
  Normal: The duration of talismans you place is based
  on your Hit Dice.
  34
  Bradley Crouch
  Shikigami Feats
  
  Friendship Feats
  What are Friendship Feats?
  Friendship feats represent a close relationship with one
  of the Seven Lucky Gods, Buddhist figures who have
  been assimilated into Japanese culture, sometimes with
  some fairly dramatic changes. Each of the Seven Lucky
  Gods has a representative petition, and an onmyōji may
  take the corresponding friendship feat to make that
  petition significantly more powerful. Beware, only one
  friendship feat can be taken at a time!
  Friend of Benzaiten (Friendship)
  You are an ally of the singer herself, and her song
  inspires greater confidence because of this.
  Prerequisite: Onmyōji level 12th, know the song of
  benzaiten petition
  Benefit: The song of benzaiten petition now increases
  all morale bonuses granted to the subject by +1.
  Normal: The song of benzaiten petition increases the
  largest morale bonus granted to the subject by +1.
  Special: You may only have one friendship feat.
  Friend of Bishamonten (Friendship)
  You are one of Bishamonten's favored spirit speakers,
  and he is willing to come to your aid at a greater
  capacity.
  Prerequisite:
  Onmyōji
  level
  14th,
  know
  the
  bishamonten's fury petition
  Benefit: The bishamonten's fury petition now causes
  the subject to roll three times and take the best result
  for the first attack it makes each round.
  Normal: The subject of bishamonten's fury rolls twice
  and takes the better result for the first attack it makes
  each round.
  Special: You may only have one friendship feat.
  Friend of Daikoku­ten (Friendship)
  When you're friends with the guy with the hammer,
  every shopping trip is a nail.
  Prerequisite: Onmyōji level 8th, know the bounty of
  the magic mallet petition
  Benefit: Your first daily use of the bounty of the magic
  mallet petition costs 0 spirit points.
  Special: You may only have one friendship feat.
  Friend of Ebisu (Friendship)
  There's always a bigger fish on one of Ebisu's lines, and
  he's one to share with his friends.
  Prerequisite: Onmyōji level 12th, know the ebisu's
  catch petition
  Benefit: The ebisu's catch petition now targets an
  unoccupied 10­foot square. The carp produced by this
  petition now occupies a 10­foot square.
  Normal: The carp produced by the ebisu's catch
  petition occupies a 5­foot square.
  Special: You may only have one friendship feat.
  Friend of Fukurokuju (Friendship)
  Though Furkurokuju has a monopoly on raising the
  dead, he's willing to do so with less pomp and ritual if
  it's for a friend.
  Prerequisite:
  Onmyōji
  level
  14th,
  know
  the
  fukorokuju's call petition
  Benefit:
  The
  material
  components
  cost
  of
  the
  fukorokuju's call petition is reduced by half, to a cost of
  2,500 gp.
  Special: You may only have one friendship feat.
  Friend of Hotei (Friendship)
  Like Hotei, you have learned to protect your happiness
  with a good belly laugh.
  Prerequisite: Onmyōji level 10th, know the hotei's
  contentment petition
  Benefit:
  While
  holding
  a
  charge
  of
  the
  hotei's
  contentment petition, you are immune to fear.
  Special: You may only have one friendship feat.
  Friend of Jurōjin (Friendship)
  Those who have known you for a number of years have
  begun to ask how you remain so remarkably well­
  preserved. The answer is simple: you befriended the
  right deity.
  Prerequisite: Onmyōji level 16th, know the longevity
  of jurōjin petition
  Benefit: The longevity of jurōjin petition now grants
  fast healing equal to your Wisdom modifier if the
  subject's hit point total is negative.
  Special: You may only have one friendship feat.
  35
  Ultimate Onmyōdō
  Interjection Games
  
  Petitions Summary
  No Prerequisites
  Aegis of the Sworn Defender ­ Petitioner gains
  temporary hit points equal to twice his petitioner level,
  but the remainder vanishes as soon as they absorb any
  damage whatsoever.
  Fūjin's Wake ­ Allies within 30 feet gain a +10­foot
  enhancement bonus to base land speed, increasing by
  +5 for every five levels, and deal 1/2 petitioner level
  bonus damage on their first charge after being affected.
  Kagutsuchi's Throes ­ A volcanic bomb strikes the
  earth within 60 feet, dealing 1d6 points of fire damage.
  Reflex halves. Every two petitioner levels, add another
  bomb, which strikes another square. Creatures that take
  10 or more points of damage light on fire.
  Kami Courier ­ Master gives shikigami 1 spirit point,
  or vice versa.
  Kami of the Morning Dew ­ The next time the
  subject takes damage, it is healed for 1d8 points of
  damage, plus 1d8 more per two petitioner levels.
  Kuraokami's Precipitation ­ Produce one or more
  stormclouds that deal 1d6 points of cold damage and
  reduce the base land, swim, and fly speeds of those
  underneath them by ­10 feet each round.
  Raijin's Thunderclap ­ One creature takes 1d4 points
  of
  electricity
  damage
  per
  petitioner
  level
  and
  is
  shakened or staggered for 1 round on a failed save
  starting at 10th level. Reflex halves.
  Reborn in Spring ­ The subject is healed of points of
  damage equal to the petitioner's level and then gains
  fast healing 1, increasing by 1 for every five petitioner
  levels, for 1 minute.
  Tenjin's Plum ­ Magical plum absorbs damage and
  loss of character control (staggered, nauseated, knocked
  prone) from natural disasters.
  Petitioner level 2nd
  A Month in His Clothes ­ The subject becomes
  drenched with water commiserate with being outside
  for several weeks.
  Uke Mochi's Feast ­ Produce enough food to feed one
  creature per two petitioner levels.
  Petitioner level 4th
  Advice of Kuebiko ­ When questioned about the
  short­term
  consequences
  of
  an
  action,
  Kuebiko
  responds with weal or woe.
  Aid of the Calligraphists ­ Give up to five creatures
  within 30 feet one of five effects. None of these effects
  may repeat.
  Cherry Blossoms on the Wind ­ All creatures within
  30 feet, including the petitioner himself, have a 20%
  failure
  rate
  on
  all
  abilities
  that
  require
  verbal
  components, with the sole exception of the petitioner's
  own petitions.
  Eight­fold Refined Liquor ­ A creature within 30
  feet is made so drunk it falls asleep, and is sickened if
  awakened early.
  Exile of the Moon ­ Subject treats all other creatures
  as though they were subject to the sanctuary spell.
  Gift of the Arcane ­ Gain the ability to cast a 1st­level
  wizard spell three times as a spell­like ability.
  Gift of the Earth ­ Gain the ability to cast a 1st­level
  druid spell three times as a spell­like ability.
  Gift of the Minor Deity ­ Gain the ability to cast a
  1st­level cleric spell three times as a spell­like ability.
  Gift of the Minstrel ­ Gain the ability to cast a 1st­
  level bard spell three times as a spell­like ability.
  On the Spring Breeze ­ The subject gains a fly speed
  of 30 feet with good maneuverability, increasing by +10
  feet at 8th level and every four thereafter.
  The Trickster's Touch ­ The petitioner assumes any
  Small or Medium humanoid shape, gaining many of the
  new form's natural abilities.
  Petitioner level 6th
  A Thousand Defenders ­ Spectral defenders deal 1d8
  + 1/2 level force damage to creatures that begin their
  turn within 30 feet of the petitioner. Reflex halves.
  Aid of the Functionaries ­ The petitioner gains
  information of the vitals of all creatures within 60 feet,
  as the status spell.
  Inari's Pack ­ Gain the ability to command spectral
  foxes to trip creatures in range.
  Lucky Day ­ The petitioner gains the Fortune witch
  hex temporarily.
  Militia of Spirits ­ Summon one or more elementals.
  Susano­o's Fury ­ Deal additional electricity damage,
  gain a bonus to hit, gain DR/­, but take a penalty to AC.
  The Persuader's Charm ­ Each round, the subject
  must make a Will save or be confused for 1 round.
  The Poet's Repast ­ Produce a number of ume fruits
  that function as potions of cure moderate wounds.
  Yakushi's Gift ­ Choose disease or poison, then make
  a petitioner level check against each such effect affecting
  the subject. On a successful check, the effect is removed.
  36
  Bradley Crouch
  Petitions Summary
  
  Petitioner level 8th
  Bishamonten's Fury ­ The subject gains a +2 morale
  bonus to attack rolls and rolls twice and takes the better
  result on his first attack of the round.
  Bounty of the Magic Mallet ­ The petitioner creates
  temporary commercial items worth up to 25gp each.
  Flight of the Sun Goddess ­ Create an area of
  magical darkness centered on the petitioner that follows
  him as he moves. He may see through it unhindered.
  Sun and Moon Divorced ­ Each of two subjects must
  succeed on a Will save to target the other subject with
  any single­target effect.
  Unlucky Day ­ The petitioner gains the Misfortune
  witch hex temporarily.
  Voice of the Spirits ­ The petitioner can speak and
  red the language of any intelligent creature.
  Petitioner level 10th
  Contentment of Hotei ­ Rubbing the petitioner's
  belly grants a creature a second saving throw against an
  illusion effect.
  Ebisu's Catch ­ A giant carp impacts the ground each
  round, dealing 4d6 points of bludgeoning damage to
  anyone it successfully knocks prone.
  Gifts Abound ­ The spell­like abilities granted by the
  various
  "gift"
  petitions
  and
  "Gift"
  feats
  are
  interchangeable. One daily use of one can now pay for a
  casting of another.
  Scream of the Dishonored ­ The petitioner emits a
  30­foot cone of wailing sounds, dealing 1d4 points of
  sonic damage per level and demoralizing for 1d4
  minutes on a failed save. Fortitude halves.
  Song of Benzaiten ­ The subject is immune to fear
  and increases the size of its largest morale bonus by +1.
  Susano­o's
  Redemption
  ­
  The
  subject
  gains
  temporary hit points each time it reduces a creature to 0
  or fewer hit points.
  Petitioner level 12th
  Amaterasu's Brilliance ­ Creatures that begin their
  turn adjacent to the petitioner are blinded for 1 round.
  Fortitude negates.
  Consult the Calendar ­ The petitioner changes the
  weather
  in
  a
  2­mile­radius
  area,
  and
  the
  raijin's
  thunderclap
  petition
  deals
  an
  additional
  point
  of
  damage per damage die within its bounds.
  Kami's Vigilance ­ Force an extraplanar creature out
  of the current plane, with a 50% chance to be whisked
  away to a random plane rather than its home plane. Will
  negates.
  The Poet's Rage ­ Creatures within 60 feet that
  damaged the petitioner since the end of his last turn
  take 1d4 points of electricity damage per level.
  Petitioner level 14th
  Fukorokuju's Call ­ Raise a creature from the dead
  with two permanent negative levels.
  Inari's Brew ­ The petitioner and one creature per
  three levels gain the benefits of the heroes' feast spell.
  Omoikane's Council ­ The creature with the greatest
  number of skill ranks in a Knowledge skill within 60 feet
  grants that many skill ranks in that skill to all other
  creatures in the area. Repeat for other Knowledge skills.
  Petitioner level 16th
  Council of the Thunder Gods ­ Four thunder gods
  form a council to create a thunderstorm. The god
  assigned to be the leader and the god assigned to be the
  functionary influence the properties of the storm.
  Longevity of Jurōjin ­ If the subject would die from
  hit point damage, it falls into stasis instead, and if its hit
  point total would result in a living creature after stasis
  ends, then it remains alive, else it dies.
  37
  Ultimate Onmyōdō
  Interjection Games
  
  Petitions List
  A Month in His Clothes
  Requires: Petitioner level 2nd
  Range: 60 ft.
  Target: creature in range
  Casting Time: 1 standard action
  Duration: instantaneous
  Cost: 1 Spirit Point
  The scarecrow god Kuebiko may know everything by
  virtue of being outside all day, but there is an associated
  cost to having such knowledge: namely, rain. The
  subject becomes soggy with the cumulative effects of
  several weeks of precipitation. This has a number of
  context­sensitive effects:
  • If the subject is a creature with the fire subtype, it
  takes
  cold
  damage
  equal
  to
  the
  onmyoji's
  level.
  Fortitude negates.
  • If the subject is lit on fire, and if that fire is mundane
  in nature, then the fire is put out.
  • All firearms on the subject's person have their base
  misfire rate doubled for 1 hour, or until reloaded (no
  save).
  • The subject's armor, if any, has its armor check penalty
  increased by ­2 for 1 hour, or until donned again (no
  save).
  • If the subject wears shoes, its base land speed is
  reduced by ­5 feet, minimum 5 feet, for 1 hour, or until
  it removes those shoes or takes fire damage (no save).
  • If the subject wears clothing or has fur, it gains fire
  resistance 5 for 1 hour, or until it takes fire damage (no
  save).
  A Thousand Defenders [force]
  Requires: Petitioner level 6th
  Range: 30 ft.
  Target: you
  Casting Time: 1 standard action
  Duration: 1 round/level
  Cost: 2 Spirit Points
  The petitioner's cry for aid rings through the earth itself,
  calling up the spirits of fallen warriors, which manifest
  in spectral versions of the weapons they wielded in life.
  Creatures that begin their turn within 30 feet of the
  petitoner take 1d8 + half the petitioner's petitioner level
  (rounded down) force damage with a Reflex save for
  half.
  Advice of Kuebiko
  Requires: Petitioner level 4th
  Range: personal
  Target: you
  Casting Time: 1 round
  Duration: instantaneous
  Cost: 2 Spirit Points
  Material Components: Scented straw and clothing
  worth 25 gp
  The scarecrow god Kuebiko is said to be wise and
  knowledgeable because he's outside all day, every day.
  For the same reason, Kuebiko is always in need of a new
  set
  of
  dry
  clothing.
  Clever
  petitioners
  know
  that
  supplying the latter gets access to the former.
  The petitioner asks Kuebiko whether a particular action
  will bring good or bad results for him in the immediate
  future. Particularly convoluted questions are known to
  upset Kuebiko, and he may give a vague answer in
  return if somebody tries to get smart with him. When
  not annoyed, Kuebiko likes to answer simply and clearly
  with one of the following four responses.
  • Weal (if the action will probably bring good results).
  • Woe (for bad results).
  • Weal and woe (for both).
  • Nothing (for actions that don't have especially good or
  bad results).
  Though Kuebiko's wisdom is almost without parallel,
  even he can see into the future only about half an hour,
  so anything that might happen after that does not affect
  his answer. Moreover, information that has never been
  outside, like the resting place of an artifact for the last
  thousand years, is unknown to Kuebiko. Thus, the result
  might not take into account the long­term consequences
  of a contemplated action, nor may it be accurate in the
  case
  of
  long­dead
  knowledge.
  All
  queries
  sent
  to
  Kuebiko by the same person about the same topic elicit
  the same answer.
  Aegis of the Sworn Defender
  Range: personal
  Target: you
  Casting Time: 1 immediate action
  Duration: 1 round or until discharged, see text
  Cost: 1 Spirit Point
  A shield of pure spiritual energy springs up in front of
  the petitioner, granting him temporary hit points equal
  to twice his petitioner level. The next time the petitioner
  takes damage, the shield absorbs what it can, then
  falters and vanishes, ending the petition immediately.
  If, while this petition is active, the petitioner is dealt
  more damage from a single source than the number of
  temporary hit points granted by this petition, the spirit
  point cost of all petitions increases by +1 for 1 round.
  38
  Bradley Crouch
  Petitions List
  
  Aid of the Calligraphists
  Requires: Petitioner level 4th
  Range: 30 ft.
  Area: up to five creatures within a 30­ft. radius
  centered on you
  Casting Time: 1 standard action
  Duration: 1 minute
  Cost: 2 Spirit Points
  Thousands of spectral brushes, inksticks, and inkstones
  burst out of the ground, outright appear in midair, or flit
  from the pockets and pouches of nearby creatures,
  whereupon they begin to treat the skin of all those
  nearby as the canvas for their latest work. For each
  creature caught in this petition’s area of effect, choose
  one of the calligraphy styles from the list below. You
  cannot choose the same style more than once per
  casting of this petition.
  Clerical Script ­ The subject is covered in quick,
  precise strokes of script used by those who need to
  record quickly to keep up with the flow of information
  bombarding them, but also retain legible records. The
  subject’s
  elemental
  resistances
  and
  immunities,
  including the exact magnitude of each resistance,
  become known to the petitioner. Should a resistance or
  immunity be gained or lost, or the magnitude of a
  resistance change, the petitioner is immediately aware.
  Cursive Script ­ The subject is covered in quick
  swashes that look nothing like regular script, or its
  cousin, clerical script. Whereas the clerical is effectively
  regular script done hastily, the cursive is a shorthand
  made to record information as quickly as possible, to
  the detriment of legibility by those who aren’t familiar
  with its unique symbology. To that end, the DC of all
  skill checks made to gather information about the
  subject’s identity or activities, such as a Perception
  check to notice the activities of a Sleight of Hand check,
  a Perception check to unmask a Disguise check, Sense
  Motive checks, or Spellcraft checks made to determine
  the identity of a spell being cast, are increased by +4.
  This effect does not assist the subject is remaining
  entirely unseen or unheard, so it does not increase the
  DC of any check made to combat the Stealth skill.
  Rather, it helps obfuscate actions and motivations
  rather than location.
  Regular Script ­ The subject is covered in symbols
  that look nearly identical to clerical script, save for the
  fact that the rapid swoops of the clerical style have been
  slowed down to increase legibility. Once over the
  duration of this petition, the subject may tap into the
  patience inherent in regular script as an immediate
  action to reroll a single d20 roll whose result is not yet
  known. He must take the rerolled result, even if it is
  worse.
  Seal Script ­ The subject is covered in the blocky
  symbols of the sort of script used in seals and official
  documents.
  This
  renders
  the
  subject
  effectively
  untouchable, as the sanctuary spell, but the effect only
  persists so long as the subject takes no action.
  Semi­cursive Script ­ The subject is covered in
  swooping curves of symbols that flow artistically despite
  their rapidity to draw in comparison to the rapid
  boxiness of the clerical. The first 10 feet of the subject’s
  movement each round does not provoke attacks of
  opportunity.
  Aid of the Functionaries
  Requires: Petitioner level 6th
  Range: 60 ft.
  Area: All creatures within a 60­ft. radius centered on
  you
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 1 Spirit Point
  The petitioner appeals to the spirits of the great
  functionaries and clerks of the past. Dozens of spectral
  inkpots, sheafs of parchment, and calligraphy pens
  appear in mid­air and go about recording every last
  detail of those in the area of the petition. For the
  duration of this petition, the petitioner has access to
  information regarding the health of all creatures within
  60 feet of him, as though they were under the effects of
  the status spell. The radius of this petition moves with
  the petitioner.
  Amaterasu's Brilliance
  Requires: Petitioner level 12th
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: 1 round/2 levels
  Cost: 1 Spirit Point
  The petitioner glows with the blessing of the sun
  goddess herself. Creatures who begin their turn adjacent
  to the petitioner are blinded for 1 round with a Fortitude
  save to negate.
  Bishamonten's Fury
  Requires: Petitioner level 8th
  Range: 60 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Duration: 1 round/3 levels
  Cost: 1 Spirit Point
  The
  petitioner
  appeals
  to
  Bishamonten,
  warrior­
  guardian of the Seven Lucky Gods. Accordingly, the
  subject's eyes begin to glow red with the influence of the
  great warrior himself, granting the subject a +2 morale
  bonus on attack rolls. In addition, the subject rolls twice
  and takes the better result for the first attack it makes
  each round.
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  Bounty of the Magic Mallet
  Requires: Petitioner level 8th
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: permanent
  Cost: 2 Spirit Points
  Daikoku­ten, member of the Seven Lucky Gods, is
  associated with commerce and trade, as well as with
  owning a powerful "magic wishing mallet" that can
  simply swing at thin air and smack whatever it is he
  desires into being. This weapon has made him a
  household figure, and his favor can be quite powerful
  indeed.
  A
  plaintive
  request
  to
  Daikoku­ten
  results
  in
  a
  spontaneously­generated pile of commercial goods. The
  petitioner selects a single commercially­available, non­
  magical item with a market value of 25 gp or less for
  every three petitioner levels he possesses. The selected
  items appear in the petitioner's bags, in his open hands,
  at his feet in the space he occupies, or wherever makes
  the most sense at the time. He may consume or give
  away these objects freely, but should anyone attempt to
  sell or manufacture another object with an object
  produced in this manner, it vanishes immediately.
  Daikoku­ten demands that a fortune be made through
  effort,
  not
  by
  begging
  his
  hammer.
  Whenever
  a
  petitioner uses this petition, all objects made by this
  petition the last time it was used vanish.
  Cherry Blossoms in the Wind
  Requires: Petitioner level 4th
  Range: 30 ft.
  Target: 30­ft. radius centered on you
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 1 Spirit Point
  A plume of cherry blossoms whips up around the
  petitioner and moves as he does. These blossoms have a
  tendency to fly into mouths at the most inopportune of
  times, imposing a 20% failure chance on the initiation
  or maintenance of all abilities with verbal components
  attempted by creatures within the radius, save the
  petitioner’s own petitions. This includes spells with
  verbal components, both the activation and per­round
  maintenance of orated bardic performances, a warrior
  poet’s haiku, and so on.
  Consult the Calendar
  Requires: Petitioner level 12th
  Range: 2 miles
  Area: 2­mile radius centered on you
  Casting Time: 10 minutes
  Duration: 1 day
  Cost: 3 Spirit Points
  The
  onmyōji
  changes
  the
  weather
  as
  the
  control
  weather spell. The raijin's thunderclap petition deals an
  additional point of damage per damage die within the
  bounds of this petition's area of effect.
  Contentment of Hotei
  Requires: Petitioner level 10th
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: 1 hour or until discharged
  Cost: 1 Spirit Point
  The petitioner appeals to Hotei, god of happiness, for
  help with being content with the world as it is. The next
  willing creature to rub the petitioner's belly, a standard
  action that provokes attacks of opportunity, may
  immediately make a new saving throw against a single
  illusion effect affecting it. The rubbing creature chooses
  the illusion effect to contest in this manner. If this new
  saving throw is successful, the illusion effect ends
  immediately. The petitioner may rub his own belly.
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  Petitions List
  
  Council of the Thunder Gods [electricity, sonic]
  Requires: Petitioner level 16th
  Range: 60 ft.
  Target: you
  Casting Time: 1 standard action
  Duration: 4 rounds
  Cost: 2 Spirit Points
  When a pantheon of gods is so numerous that a
  multitude of deities share portions of their portfolios,
  every act of god becomes a committee. The petitioner's
  protestations
  call
  forth
  Fūjin,
  Raijin,
  Tenjin,
  and
  Susano­o, gods of thunder or lightning all. Select one
  god to be the leader of the committee and one god to be
  the functionary of the committee. The influence of these
  figures modifies the nature of the storm they are about
  to create together. If this petition is cast by a shikigami
  (but not a shikigami ascendant), choose a functionary,
  but not a leader. In addition, when cast by a shikigami
  (but not a shikigami ascendant), this petition has a
  duration of 3 rounds.
  Upon casting this petition and at the beginning of the
  petitioner's turn for the remainder of its duration, a bolt
  of lightning strikes a target creature within 60 feet,
  dealing 3d8 points of electricity damage with a Reflex
  save for half. When the duration of this petition expires,
  the gods vanish with a sonorous thunderclap, deafening
  all other creatures within 60 feet for 1d4 minutes with a
  Fortitude save to negate. A petitioner may only have up
  to one instance of council of the thunder gods ongoing
  at any one time.
  Fūjin (Wielder of the Windbag)
  Leader ­ Thunderbolts deal +1d8 electricity damage.
  Those damaged by a thunderbolt are staggered for 1
  round with a Fortitude save to negate.
  Functionary
  ­ Thunderbolts deal +1d8 electricity
  damage and ignore 10 points of electricity resistance.
  Raijin (Least Diversified of the Bunch)
  Leader ­ Thunderbolts produce a clap of thunder,
  dealing 2d6 points of sonic damage to all other
  creatures within 10 feet of the target struck with a
  Fortitude save to negate.
  Functionary ­ Thunderbolts deal +2d6 sonic damage.
  This sonic damage is wholly negated on a successful
  Reflex save.
  Tenjin (Poet, Plum­lover, Zapper of Corrupt Officials)
  Leader ­ The duration of the petition increases by +2
  rounds. In addition, if the petitioner would be reduced
  to 0 or fewer hit points by a source of damage, a bolt of
  lightning immediately strikes him, healing him of 3d8
  points of damage, plus whatever damage modifiers are
  applied
  by
  the
  thunderstorm's
  functionary.
  (For
  example, if the functionary is Raijin, this thunderbolt
  heals the onmyoji for 3d8+2d6.) The petitioner may
  only be struck by lightning once per round in this
  manner,
  and
  the
  petition's
  remaining
  duration
  decreases by ­2 rounds whenever it does so.
  Functionary ­ The duration of the petition increases
  by +1 round. In addition, the first creature killed or
  destroyed by this petition's lightning sprouts an ume
  tree laden with 2d4 fruits. Treat these ume fruits as
  potions of cure light wounds with a caster level equal to
  the petitioner's petitioner level. If not eaten within 1
  hour, the ume lose their healing properties, but are still
  exceptionally tasty fruits.
  Susano­o (Amaterasu's Impulsive Brother)
  Leader ­ The Difficulty Class (DC) of any saving throw
  called for by the petition increases by +1. Whenever a
  creature makes a successful Reflex save against a
  thunderbolt, it takes three­quarters damage rather than
  half damage. In addition, spells and abilities that allow a
  creature to wholly negate damage on a successful Reflex
  save for half damage, such as evasion, do not function
  against this petition's thunderbolts.
  Functionary ­ Thunderbolts deal +1d8 electricity
  damage. In addition, whenever two or more '1's are
  rolled for thunderbolt damage, that thunderbolt deals
  an additional +2d8 electricity damage.
  Ebisu's Catch
  Requires: Petitioner level 10th
  Range: 60 ft.
  Target: an unoccupied 5­foot square
  Casting Time: 1 standard action
  Duration: 1 round/2 levels
  Cost: 2 Spirit Points
  Ebisu, fisherman of the Seven Lucky Gods, always has
  an extra fish to lend to those in need. An enormous,
  flopping carp appears out of nowhere and lands in the
  designated 5­foot square. Once per round as a swift
  action, if the petitioner is within range of the carp, he
  may direct the carp to flop into the air and land in a 5­
  foot square that is both within 20 feet of the carp's
  current location and within 60 feet of the petitioner. If
  another creature occupies this 5­foot square, the carp
  makes a combat maneuver check against that creature
  with a CMB equal to the petitioner's petitioner level +
  his Wisdom modifier. If the combat maneuver is
  successful, the creature occupying the 5­foot square
  takes 4d6 points of bludgeoning damage and is knocked
  prone. The carp makes a combat maneuver check, as
  detailed above, against creatures that begin their turn in
  a 5­foot square occupied by it.
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  Eight­fold Refined Liquor
  Requires: Petitioner level 4th
  Range: 30 ft.
  Target: one creature
  Casting Time: 1 standard action
  Duration: instantaneous
  Cost: 1 Spirit Point
  When Susano­o slew the great worm Yamata­no­Orochi,
  he did not attack head on. Instead, he got the beast very,
  very drunk and the rest became quite easy. The
  petitioner earnestly calls forth a small measure of the
  eight­fold refined liquor used to defeat the beast,
  putting the subject to sleep for 1d4 minutes with a
  Fortitude save to negate. If awoken early for any reason,
  the subject is sickened for 1d4 rounds with no saving
  throw allowed.
  Exile of the Moon
  Requires: Petitioner level 4th
  Range: 30 ft.
  Target: one creature
  Casting Time: 1 standard action
  Duration: 1 round/level
  Cost: 1 Spirit Point
  When Tsukuyomi­no­Mikoto slew Uke Mochi, his sister
  Amaterasu­ōmikami
  effectively
  disowned
  him
  and
  ensured that she would never have to look upon him
  again. Thus, the sun presides over the day and the moon
  over the night. The petitioner can replicate this exile on
  a smaller scale; the subject treats all other creatures as
  though they were under the effects of the sanctuary
  spell. Whenever the petitioner performs an action that
  would end the effects of the sanctuary spell, this
  petition ends immediately.
  Flight of the Sun Goddess
  Requires: Petitioner level 8th
  Range: 30 ft.
  Target: you
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 2 Spirit Points
  The petitioner calls forth that portion of the sun goddess
  Amaterasu that still grieves the loss of one of her
  favorite handmaidens at the hands of her hotheaded
  brother, Susano­o. Warmth and light flees from the
  local area, producing a 30­ft.­radius area of magical
  darkness, as the greater darkness spell, centered on the
  petitioner. This area of magical darkness moves as the
  petitioner moves. In addition, for the duration of this
  petition, the petitioner gains the ability to see through
  areas of magical darkness unhindered.
  Fūjin's Wake
  Range: 30 ft.
  Area: all allies in a 30­ft.­radius burst centered on you
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 1 Spirit Point
  A gust of wind from Fūjin's windbag grants all allies in
  the area of effect a +10­foot bonus to base land speed.
  This is an enhancement bonus. In addition, the first
  time an affected ally charges after becoming subject to
  this petition, it gets a bonus to its next damage roll
  made that round equal to half the petitioner's petitioner
  level (rounded down). This bonus to base land speed
  increases by +5 feet for every five petitioner levels the
  petitioner possesses.
  Fukorokuju's Call
  Requires: Petitioner level 14th
  Range: touch
  Target: dead creature touched
  Casting Time: 10 minutes
  Duration: instantaneous
  Cost: 4 Spirit Points
  Material Components: Incense, silks, and powdered
  silver worth 5,000 gp
  Though Jurōjin and Hotei are associated with longevity
  and happiness, respectively, Fukorokuju is associated
  with happiness, longevity, and wealth all at once, and is
  the only member of the Seven Lucky Gods who is known
  to be able to raise the dead. Accordingly, when a
  petitioner needs help reattaching an eternal spirit to a
  mortal body, it is Fukorokuju and Fukorokuju alone
  who can help.
  Petitioning Fukorokuju restores life to a deceased
  creature. This petition can raise a creature that has been
  dead for no longer than 1 week per petitioner level. In
  addition, the subject's soul must be free and willing to
  return. If the subject's soul is not willing to return, the
  petition does not work.
  Coming back from the dead is an ordeal. The subject of
  the petition gains two permanent negative levels when it
  is raised, just as if it had been hit by an energy­draining
  creature. If the subject is 1st level, it takes 2 points of
  Constitution drain instead (if this would reduce its Con
  to 0 or less, it can't be raised). A character who died
  with spells prepared has a 50% chance of losing any
  given spell upon being raised. A spellcasting creature
  that doesn't prepare spells (such as a sorcerer) has a
  50% chance of losing any given unused spell slot as if it
  had been used to cast a spell.
  A raised creature has a number of hit points equal to its
  current HD. Any ability scores damaged to 0 are raised
  to 1. Normal poison and normal disease are cured in the
  process of raising the subject, but magical diseases and
  curses are not undone. While the petition closes mortal
  wounds and repairs lethal damage of most kinds, the
  body of the creature to be raised must be whole.
  Otherwise, missing parts are still missing when the
  creature is brought back to life. None of the dead
  creature's equipment or possessions are affected in any
  way by this spell.
  A creature who has been turned into an undead creature
  or killed by a death effect can't be raised by this petition.
  Constructs, elementals, outsiders, and undead creatures
  can't be raised. The petition cannot bring back a
  creature that has died of old age.
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  Petitions List
  
  Gift of the Arcane
  Requires: Aid of the Arcane, petitioner level 4th
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: see text
  Cost: 3 Spirit Points
  The petitioner formally petitions some of the lesser
  spirits who have long helped him informally thanks to
  his shikigami. Select a single 1st­level spell from the
  wizard spell list. The petitioner gains the ability to cast
  this spell three times as a spell­like ability with a caster
  level equal to his petitioner level and Charisma as his
  key ability. This petition lasts until the petitioner
  performs his third casting of the chosen spell, until he
  replenishes his spirit point pool, or until he uses this
  petition again, whichever comes first.
  At 11th level, the spirit point cost of this petition
  decreases by ­1. This does not stack.
  Gift of the Earth
  Requires: Aid of the Earth, petitioner level 4th
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: see text
  Cost: 3 Spirit Points
  The petitioner formally petitions some of the lesser
  spirits who have long helped him informally thanks to
  his shikigami. Select a single 1st­level spell from the
  druid spell list. The petitioner gains the ability to cast
  this spell three times as a spell­like ability with a caster
  level equal to his petitioner level and Charisma as his
  key ability. This petition lasts until the petitioner
  performs his third casting of the chosen spell, until he
  replenishes his spirit point pool, or until he uses this
  petition again, whichever comes first.
  At 11th level, the spirit point cost of this petition
  decreases by ­1. This does not stack.
  Gift of the Minor Deity
  Requires: Aid of the Minor Deity, petitioner level 4th
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: see text
  Cost: 3 Spirit Points
  The petitioner formally petitions some of the lesser
  spirits who have long helped him informally thanks to
  his shikigami. Select a single 1st­level spell from the
  cleric spell list. The petitioner gains the ability to cast
  this spell three times as a spell­like ability with a caster
  level equal to his petitioner level and Charisma as his
  key ability. This petition lasts until the petitioner
  performs his third casting of the chosen spell, until he
  replenishes his spirit point pool, or until he uses this
  petition again, whichever comes first.
  At 11th level, the spirit point cost of this petition
  decreases by ­1. This does not stack.
  Gift of the Minstrel
  Requires: Aid of the Minstrel, petitioner level 4th
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: see text
  Cost: 3 Spirit Points
  The petitioner formally petitions some of the lesser
  spirits who have long helped him informally thanks to
  his shikigami. Select a single 1st­level spell from the
  bard spell list. The petitioner gains the ability to cast
  this spell three times as a spell­like ability with a caster
  level equal to his petitioner level with Charisma as his
  key
  ability.
  This
  petition
  lasts
  until
  the
  onmyōji
  performs his third casting of the chosen spell, until he
  replenishes his spirit point pool, or until he uses this
  petition again, whichever comes first.
  At 11th level, the spirit point cost of this petition
  decreases by ­1. This does not stack.
  Gifts Abound
  Requires: Any two of ­ Gift of the Arcane, Gift of the
  Earth, Gift of the Minor Deity, Gift of the Minstrel;
  petitioner level 10th
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: see text
  Cost: 0 Spirit Points
  Though it galls the kami who have so graciously given
  him their power, the petitioner may request cooperation
  between the various groups of kami that give him aid.
  Given the spirit speaker's status among their people, the
  minor spirits reluctantly agree to work together.
  When casting a spell­like ability granted by any of the
  following feats or petitions: Aid of the Arcane, gift of the
  arcane, Aid of the Earth, gift of the earth, Aid of the
  Minor Deity, gift of the minor deity, Aid of the Minstrel,
  or gift of the minstrel, the petitioner may expend a use
  of any other spell­like ability granted from an ability on
  the aforementioned list rather than expend a use of the
  spell­like ability he is actually casting. Each time the
  petitioner consumes a use of another spell­like ability to
  power the one he is casting, there is a cumulative 10%
  chance that the kami quit cooperating and begin
  bickering and fighting instead. This does not affect the
  casting of the current spell­like ability, but the petition
  ends immediately after casting that spell. This petition
  may only be used once per day and lasts until the
  petitioner refreshes his spirit point pool or until the
  kami quit cooperating and begin to bicker, whichever
  comes first.
  If this petition is used by a shikigami, then the
  cumulative chance that the kami quit cooperating and
  begin bickering and fighting instead is reduced to 5%.
  This reflects the fact that the shikigami considers these
  minor kami to be personal friends, knows their quirks,
  and understands how to get them to sit around a table
  and cooperate for a longer period of time.
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  Inari's Brew
  Requires: Petitioner level 14th
  Range: personal
  Target: you
  Casting Time: 10 minutes
  Duration: 8 hours
  Cost: 3 Spirit Points
  Inari Ōkami also happens to preside over tea and sake.
  Taking advantage of this, a full "beverage service"
  appears in the petitioner's hands as he begins to cast
  this petition, and remains in his hands for the duration
  of the casting. Up to one creature per three petitioner
  levels may partake of the beverage service. Upon the
  completion
  of
  the
  petition,
  the
  beverage
  service
  vanishes, and the petitioner, as well as all those who
  partook of the service, gain the benefits of the heroes'
  feast spell, save that all of its effects last for 8 hours.
  Should the petition be interrupted for any reason, it is
  ruined and all of its effects are negated.
  Inari's Pack
  Requires: Petitioner level 6th
  Range: 30 ft.
  Target: you
  Casting Time: 1 standard action
  Duration: 1 round/2 levels
  Cost: 2 Spirit Points
  Inari
  Ōkami,
  presiding
  over
  foxes,
  agriculture,
  metallurgy, industry, prosperity, tea, and anything that
  can be made from rice, is one of the most diversified
  kami in existence. Calling upon the kami of foxes, the
  petitioner gains the assistance of an entire pack of
  spectral foxes. Once per round as a swift action, he may
  elect to have a spectral fox perform a trip combat
  maneuver on a single creature in range. The spectral fox
  automatically
  hits
  and
  has
  a
  CMB
  equal
  to
  the
  petitioner's petitioner level + his Charisma modifier.
  The fox vanishes immediately after performing its trip.
  Kagutsuchi’s Throes [fire]
  Range: 60 ft.
  Effect: one or more volcanic ejections
  Casting Time: 1 standard action
  Duration: instantaneous
  Cost: 1 Spirit Point
  Kagutsuchi was born at the very end of the age of
  creation.
  His
  mother,
  unready
  for
  the
  godling’s
  portfolio, died to horrific burns in the process of
  childbirth, which prompted Kagutsuchi’s father to chop
  him up into little pieces, making an array of volcanoes.
  A spheroid of molten stone and earth, plus an additional
  spheroid for every two petitioner levels beyond 1st,
  belches forth out of nowhere just above the petitioner’s
  head and impacts a 5­foot square in range. Creatures in
  the impacted square, or any square adjacent to the
  impacted square, take 1d6 points of fire damage with a
  Reflex save for half. Multiple spheroids cannot impact
  the same square, but if a creature would be subject to
  the radii of multiple spheroids, treat their damage as a
  single source and make a single Reflex save to halve all
  incoming damage. Starting at 10th level, creatures that
  take 10 or more points of damage from kagutsuchi’s
  throes, after all forms of mitigation, light on fire as the
  rules for alchemist’s fire.
  Kami Courier
  Range: 60 ft.
  Target: see text
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Requires: Shikigami class feature
  The petitioner asks the ambient minor kami of the local
  area to support his shikigami, granting it 1 temporary
  spirit point and 1d4 temporary hit points that last for 1
  hour.
  If the petitioner is a non­ascendant shikigami, the
  petitioner asks the ambient minor kami of the local area
  to support its master, granting him 1 temporary spirit
  point and 1d4 temporary hit points that last for 1 hour.
  Special: This petition may only be used once per hour.
  Kami of the Morning Dew
  Range: 60 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Duration: 1 minute
  Cost: 1 Spirit Point
  The petitioner asks for the aid of nearby nature spirits.
  A strange being, about the size of a child's doll and
  composed entirely of hovering dewdrops, appears in the
  space occupied by the subject. The next time the subject
  takes damage, the dew­being explodes in a spray of fine
  mist, healing that ally for 1d8 points of damage, plus an
  additional 1d8 points of damage for every two petitioner
  levels the petitioner possesses. After the dew­being
  explodes, this petition ends immediately. If the duration
  of
  the
  petition
  expires
  naturally,
  the
  dew­being
  explodes, healing the subject as detailed above.
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  Petitions List
  
  Kami’s Vigilance
  Requires: Petitioner level 12th
  Range: 60 ft.
  Target: one extraplanar creature
  Casting Time: 1 standard action
  Duration: instantaneous
  Cost: 2 Spirit Points
  The kami have worked hard to get the world to work as
  nicely as it does, As such, all the petitioner need do to
  prompt a forced deportation is point out that something
  doesn’t belong.
  This petition forces an extraplanar creature back to its
  proper plane if it fails a Will save. If the petition is
  successful, the creature is instantly whisked away, but
  there is a 50% chance of actually sending the subject to
  a plane other than its own. Kami don’t really care where
  the outsider goes, so long as it’s no longer where they
  live.
  Kuraokami’s Precipitation [cold]
  Range: 60 ft.
  Effect: one or more precipitating clouds
  Casting Time: 1 standard action
  Duration: 1 round + 1 round/3 levels
  Cost: 1 Spirit Point
  A miniscule, roiling stormcloud— the dragon­god of
  rain and snow’s calling card— appears 15 feet above a 5­
  foot square within range and begins to disgorge an
  unpleasant wintry mix. Creatures that begin their turn
  directly under this stormcloud take 1d6 points of cold
  damage and have their base land speed, fly speed, and
  swim speed reduced by ­5 feet (minimum 5 feet) for 1
  round. A successful Fortitude save negates the slowing
  effect. At 7th and 13th levels, kuraokami’s precipitation
  produces an additional stormcloud when initially cast.
  Once per round as a move action, the petitioner may
  direct each of his stormclouds to move such that it is
  both within 20 feet of its current location and within 60
  feet of the petitioner. A stormcloud that is more than 60
  feet away from the petitioner cannot be directed.
  Longevity of Jurōjin
  Requires: Petitioner level 16th
  Range: 60 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Duration: 1 round/level
  Cost: 2 Spirit Points
  The petitioner beseeches Jurōjin, god of longevity, for
  the blessing of long life. The shadow of the subject
  becomes that of a deer. The next time the subject would
  be killed by hit point damage, he instead falls into a kind
  of stasis, neither dead nor alive, but utterly lifeless to an
  outside observer. While in stasis, the subject is helpless
  and can be healed or take additional hit point damage as
  normal. When the petition ends, if the subject's hit point
  total is such that he would not be dead were he not in
  stasis, then the subject comes out of stasis alive and
  well, or, at the very least, bleeding out and on the verge
  of death; otherwise, the subject comes out of stasis
  dead.
  Lucky Day
  Requires: Petitioner level 6th
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: 24 hours
  Cost: 4 Spirit Points
  The petitioner's divinations have revealed that today
  will be a glorious day! Fortune shines upon the world,
  making it an excellent day for a festival, or for toppling a
  firmly­entrenched
  foe.
  The
  petitioner
  gains
  the
  following ability.
  Fortune (Ex): As an immediate action, you can reroll
  any one d20 roll that you have just made before the
  results of the roll are revealed. You must take the result
  of the reroll, even if it’s worse than the original roll. You
  can use this ability twice per day, and one additional
  time per day for every five petitioner levels you possess.
  Using lucky day ends unlucky day immediately.
  Militia of Spirits
  Requires: Petitioner level 6th
  Range: 60 feet
  Effect: one summoned elemental creature
  Casting Time: 1 round
  Duration: 1 round/level
  Cost: 2 Spirit Points
  The petitioners petitions the spirits of the land itself,
  and some of them rise up to lend their aid, for a time.
  Choose air, earth, fire, or water. An elemental of the
  chosen type appears where the petitioner designates
  and acts immediately, on his turn. It attacks the
  petitioner's opponents to the best of its ability. If he can
  communicate with his elemental, the petitioner can
  direct it not to attack, to attack particular enemies, or to
  perform other actions. The size of the elemental that
  comes to the petitioner's aid is based on his petitioner
  level, as given by the table below.
  When using this petition, the petitioner may choose to
  take a ­3 penalty to his effective petitioner level for the
  purpose of determining the size of the elemental called
  forth by this petition. If he does, an additional elemental
  rises up to assist the petitioner. This penalty can be
  taken
  multiple
  times.
  If
  a
  petitioner
  summons
  additional elementals in this manner, he may choose a
  different element for each elemental summoned. For
  example, a 15th level onmyōji may take a ­6 penalty to
  his effective petitioner level to summon a Large air
  elemental, a Large earth elemental, and a Large fire
  elemental.
  Elementals
  called
  forth
  in
  this
  manner
  are
  not
  summoned creatures. They are spirits of the land itself
  and are assisting the petitioner because they want to,
  not because they are being coerced into doing so. As
  they are native beings, certain types of elemental may be
  unavailable in exceptional locations. For example, water
  elementals likely won't exist in the Elemental Plane of
  Fire, and earth elementals may be scarce in a city
  nestled in the clouds.
  45
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  Interjection Games
  
  Omoikane’s Council
  Requires: Petitioner level 14th
  Range: 60 feet
  Area: all allies in a 60­foot radius centered on you
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 2 Spirit Points
  Omoikane is a knowledge god with a particularly
  interesting way of going about expressing the core of his
  portfolio. Though a very intelligent being on his own,
  his greatest talent is his ability to meld minds together
  to combine their greatest strengths.
  If an ally in the area has more ranks in a Knowledge
  skill than any other ally in the area, or is tied for the
  most ranks, then all other allies in the area have that
  many ranks in that Knowledge skill, to a maximum of
  their Hit Dice.
  On the Spring Breeze
  Requires: Petitioner level 4th
  Range: 60 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 1 Spirit Point
  The petitioner summons thousands of ethereal cherry
  blossoms, which surround the subject and grant a
  measure of supernatural buoyancy. The subject gains a
  fly speed of 30 feet with good maneuverability, trailing
  these cherry blossoms wherever he goes. At 8th level
  and every four petitioner levels thereafter, the fly speed
  granted to the subject increases by +10 feet.
  Raijin's Thunderclap [electricity]
  Range: 120 ft.
  Target: one creature
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Duration: instantaneous
  A peal of lightning strikes the target, dealing 1d4 points
  of electricity damage per petitioner level with a Reflex
  save for half damage. Starting at 10th level, creatures
  that fail their Reflex save against this petition are
  shaken for 1 round, or staggered for 1 round if already
  shaken.
  Reborn in Spring
  Range: 30 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Duration: 1 minute
  Leaves and twigs sprout from the body of the subject,
  healing it for points of damage equal to the petitioner's
  petitioner level immediately and granting fast healing 1.
  This fast healing increases by +1 for every five petitioner
  levels the petitioner possesses. Unliving creatures, such
  as undead and constructs, are immune to this petition.
  Scream of the Dishonored [sonic]
  Requires: Petitioner level 10th
  Range: 30 ft.
  Area: cone­shaped burst
  Casting Time: 1 standard action
  Cost: 2 Spirit Points
  Duration: instantaneous
  There are those who died in less than honorable
  circumstances, and, once the memories of mortal life
  become dull and faded, it is the crucial moment of
  dishonor that burns forever in the mind. The petitioner
  calls forth these tortured beings, which let loose a
  collective howl of self­pitying anguish, dealing 1d4
  points of sonic damage per petitioner level to creatures
  in the area. A successful Fortitude fortitude save halves
  the damage. Creatures who fail their Fortitude save are
  demoralized for 1d4 minutes.
  Song of Benzaiten [mind­affecting]
  Requires: Petitioner level 10th
  Range: 30 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Duration: 1 round/level
  Like most of the other Seven Lucky Gods, Benzaiten
  presides over wealth and happiness, but she is also the
  goddess of music, and it is this that sets her apart. A
  gentle song of hope and happiness plays in the subject's
  mind, granting immunity to fear and increasing the
  largest single morale bonus granted to the subject, if
  any, by +1.
  46
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  Petitions List
  Table: Militia of Spirits
  
  Sun and Moon Divorced
  Requires: Petitioner level 8th
  Range: 60 ft.
  Target: two creatures in range
  Casting Time: 1 standard action
  Duration: 1 minute
  Cost: 2 Spirit Points
  Just as Tsukuyomi and Amaterasu have nothing to do
  with each other these days, each subject of this petition
  must succeed on a Will save in order to target the other
  subject with any single target spell, ability, or attack. On
  a
  failed
  Will
  save,
  the
  subject
  must
  commit
  to
  performing that action upon a different target. If unable
  to find another valid target, any limited resources used
  to fuel that ability, such as points from a pool or spell
  slots, are wasted, and the action meant to perform the
  forbidden ability is lost.
  If both subjects spend a standard action in the same
  round to reconcile their differences, the effects of sun
  and moon divorced end immediately.
  Susano­o's Fury [electricity, emotion]
  Requires: Petitioner level 6th
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: 1 round/level
  Cost: 1 Spirit Point
  The petitioner becomes filled with the fury of the
  impulsive thunder god Susano­o, dealing an additional
  point of electricity damage on a successful hit, gaining a
  +1 bonus to hit, gaining DR 1/­, and taking a ­1 penalty
  to AC. For every three petitioner levels the petitioner
  possesses
  beyond
  3rd,
  the
  bonuses
  and
  penalties
  granted
  by
  this
  petition
  increase
  by
  +1
  and
  ­1,
  respectively.
  Susano­o's Redemption
  Requires: Petitioner level 10th
  Range: 60 feet
  Target: one creature
  Casting Time: 1 standard action
  Duration: 1 minute/level
  Cost: 1 Spirit Point
  When the thunder god Susano­o slew his sister's
  favored handmaiden, he redeemed himself by killing
  something that actually deserved to die. Whenever the
  subject reduces a creature to 0 or fewer hit points, it
  gains temporary hit points equal to that creature's
  number of Hit Dice. These temporary hit points last for
  5 rounds, and the subject may not gain temporary hit
  points from the same creature more than once.
  Tenjin’s Plum
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: 10 minutes/level, max 2 hours
  Cost: 1 Spirit Point
  Invoking
  the
  poet­made­god
  of
  natural
  disasters,
  scholarship, and plums, the petitioner conjures an exact
  replica of one of the plums that used to grow on that one
  particular tree that Sugawara no Michizane, now Tenjin,
  favored in his mortal life. Both the plum and whosoever
  holds it are immune to damage from natural disasters,
  including
  sandstorms,
  thunderstorms,
  burning
  buildings, and even lava cascading down a mountain.
  For each point of damage prevented by tenjin’s plum
  that would otherwise be taken by its holder, its
  remaining duration decreases by 1 minute. Additionally,
  the holder of tenjin’s plum is immune to any effect
  sourced from a natural disaster that would stagger him,
  nauseate him, or knock him prone. For each such effect
  prevented, the remaining duration of tenjin’s plum
  decreases by 10 minutes.
  Note that tenjin’s plum only protects against natural
  disasters, not supernatural disasters, and not merely
  dangerous bits of nature in its resting state. For
  instance, lava cascading down a volcano is a disaster,
  while lava happily bubbling in its caldera is not.
  The Persuader's Charm [mind­affecting]
  Requires: Petitioner level 6th
  Range: 60 ft.
  Target: one creature
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Duration: 1 round/level
  Ame­no­Uzume­no­Mikoto is a goddess of mirth and
  revelry who is demonstrably adept at getting others to
  do what she wants. Amusingly, she’s gotten so good at
  this that she tends to ask for several conflicting favors at
  once. When called upon by a petitioner, she manifests
  as a whirlwind of riotous laughter, which burrows into
  the mind of the subject. Each round, the subject must
  make a Will save or be confused for 1 round.
  The Poet's Rage [electricity]
  Requires: Petitioner level 12th
  Range: 60 feet
  Area: qualifying creatures in a 60­ft. radius
  Casting Time: 1 standard action
  Duration: instantaneous
  Cost: 2 Spirit Points
  Tenjin was once a mortal poet who was slain for being
  critical of the government. After this death, a horrible
  storm descended upon the land. Most were spared its
  wrath,
  but,
  inexplicably,
  those
  few
  it
  killed
  were
  powerful officials. The petitioner informs Tenjin of an
  unjust attempt on his life, and the vengeful poet
  responds. All creatures in range that have dealt damage
  to the petitioner since the end of his last turn take 1d4
  points of electricity damage per petitioner level with a
  Reflex save for half.
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  The Poet's Repast
  Requires: Petitioner level 6th
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: instantaneous
  Cost: 2 Spirit Points
  Tenjin, god of scholarship, poetry, and disastrous
  weather, also has the ume tree in his portfolio simply
  because he adores their fruit. Tenjin makes a bounty of
  this fruit available to the petitioner, placing 1d3 ume
  fruits at his feet, plus an additional fruit for every six
  petitioner levels the petitioner possesses beyond 6th.
  Treat these ume fruits as potions of cure moderate
  wounds with a caster level equal to the petitioner's
  petitioner level. If not eaten within 8 hours, the ume
  lose their healing properties, but are still exceptionally
  tasty fruits.
  The Trickster's Touch
  Requires: Petitioner level 4th
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: 1 minute/level (D)
  Cost: 1 Spirit Point
  With the help of Tanuki, the petitioner assumes the
  form of any Small or Medium creature of the humanoid
  type. If the form he assumes has any of the following
  abilities, he gains the listed ability: darkvision 60 feet,
  low­light vision, scent, and swim 30 feet.
  Small creature: If the form the petitioner takes is that
  of a Small humanoid, he gains a +2 size bonus to his
  Dexterity.
  Medium creature: If the form the petitioner takes is
  that of a Medium humanoid, he gains a +2 size bonus to
  his Strength.
  Uke Mochi's Feast
  Requires: Petitioner level 2nd
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Duration: instantaneous
  Cost: 1 Spirit Point
  Though slain by Amaterasu's brother Tsukuyomi on
  account of being "disgusting", the remains of Uke Mochi
  still produce the food she created in life. At the
  onmyoji's request, the head of Uke Mochi appears and
  spits forth enough fish, rice, wild game, and other food
  to feed one creature per two petitioner levels. This food
  is perfectly wholesome, if a bit unappetizing due to its
  means of delivery.
  Unlucky Day
  Requires: Petitioner level 8th
  Range: personal
  Target: you
  Casting Time: 1 minute
  Duration: 24 hours
  Cost: 5 Spirit Points
  The petitioner's divinations suggest that today will be a
  horribly unlucky day! Do absolutely nothing out of the
  ordinary, and invest additional vigilance in everyday
  tasks, for anything that can go bad will go bad. The
  petitioner gains the following ability.
  Misfortune (Ex): As an immediate action, you can force
  a creature within 30 feet to reroll any one d20 roll that it
  has just made before the results of the roll are revealed.
  The creature must take the result of the reroll, even if
  it’s worse than the original roll. Once a creature has
  suffered from your misfortune, it cannot be the target of
  this ability again for 1 day.
  Using unlucky day ends lucky day immediately.
  Voice of the Spirits
  Requires: Petitioner level 8th
  Range: personal
  Target: you
  Casting Time: 1 standard action
  Cost: 1 Spirit Point
  Duration: 1 hour/level
  The petitioner gains the ability to speak, read, and
  understand the language of any intelligent creature,
  whether it is a racial tongue or a regional dialect. He
  may speak only one language at a time, although he may
  be able to understand several languages. Voice of the
  spirits does not enable the petitioner to speak with
  creatures who don't speak. The petitioner can make
  himself understood as far as his voice carries.
  Yakushi’s Gift
  Requires: Petitioner level 6th
  Range: 60 ft.
  Target: one willing creature
  Casting Time: 1 standard action
  Cost: 2 Spirit Points
  Duration: instantaneous
  The benevolent Yakushi is a god of healing whose
  primary focus is in the curing of illness and deformities
  rather than in their prevention. When petitioning
  Yakushi, choose disease or poison. The petitioner must
  make a petitioner level check (1d20 + petitioner level)
  against the DC of each effect of the chosen type affecting
  the
  target.
  Success
  means
  that
  the
  effect
  ends
  immediately.
  48
  Bradley Crouch
  Petitions List
  
  Talismans Summary
  No Prerequisites
  Byouki Heyu
  O­fuda ­ Grant fast healing 1, increasing by +1 at 8th
  and 16th level
  Omamori ­ Grant fast healing 2, increasing by +1 at
  6th, 12th, and 18th level
  Choju
  O­fuda ­ Grant petitioner level maximum hit points
  Omamori ­ Grant petitioner level maximum hit points
  Confoundment
  O­fuda ­ Grant concealment in the area
  Omamori ­ Grant concealment in a 5­foot radius
  around the subject
  Dampen Elements
  O­fuda ­ Choose an energy type, then give allies
  resistance equal to petitioner level
  Omamori ­ Choose an energy type, then give subject
  resistance equal to petitioner level
  Ganko­sa
  O­fuda ­ Grant a +2 resistance bonus, increasing by +1
  for every six petitioner levels (max +5)
  Omamori ­ Grant a +2 resistance bonus, increasing by
  +1 for every four petitioner levels (max +5), plus a +1
  morale bonus to saving throws at 12th level
  Kubosa
  O­fuda ­ none
  Omamori ­ Grant a competence bonus equal to
  petitioner level to Perform checks made to earn a living;
  lasts 24 hours
  Protection from Antipodes
  O­fuda ­ Grant a +2 deflection bonus to AC against
  creatures who oppose at least one of the subject's
  alignment axes, increasing by +1 at 8th, 13th, and 18th
  levels
  Omamori ­ Grant a +2 deflection bonus to AC and a
  +2 resistance bonus to saving throws against creatures
  who oppose at least one of the subject's alignment axes,
  increasing by +1 at 8th, 13th, and 18th levels
  Rokuhisago
  O­fuda ­ A creature in the area may damage the
  talisman to gain an additional saving throw against a
  condition, preventing it but none of the condition
  source's other effects (such as hit point damage) on a
  successful saving throw.
  Omamori ­ The subject may damage the talisman to
  gain an additional saving throw against a condition,
  preventing it but none of the condition source's other
  effects (such as hit point damage) on a successful saving
  throw.
  Spirit Promoter
  O­fuda ­ none
  Omamori ­ Grant 1 temporary spirit point that lasts
  for the talisman's duration
  Petitioner level 3rd
  Apprenticeship
  O­fuda ­ Grant all allies in the area the ability to cast
  one of the orisons or cantrips learned via aid of the
  minor kami.
  Omamori ­ Grant the subject the ability to cast all
  orisons and cantrips learned via aid of the minor kami.
  Education
  O­fuda ­ Grant 1/2 petitioner level competence bonus
  to one Knowledge skill
  Omamori ­ Grant 1/2 petitioner level competence
  bonus to all Knowledge skills
  Empower Elements
  O­fuda ­ Choose an energy type; all sources of that type
  deal +1 damage and ignore some resistance if sourced
  from weapons
  Omamori ­ Choose an energy type; all sources of that
  type deal +1d4 damage and ignore some resistance if
  sourced from weapons
  Fertility
  O­fuda ­ none
  Omamori ­ If placed upon a pregnant creature daily
  for fully half of her term of pregnancy, an additional
  child is born.
  Foresight
  O­fuda ­ Grant a +4 insight bonus to next attack roll
  Omamori ­ Grant a +10 insight bonus to next attack
  roll
  Gankake
  O­fuda ­ Channeled energy effects heal for +1d6 points
  and grant a +1 sacred bonus to attack rolls for +1d4
  rounds
  Omamori ­ Channeled energy effects heal for +2d6
  points and grant a +2 sacred bonus to attack rolls for
  +1d4 rounds
  Hishi
  O­fuda ­ Cover the area in caltrops
  Omamori ­ Give the subject a bag, which can be used
  to cover areas in caltrops
  Moeru Shita
  O­fuda ­ Choose acid, cold or fire, then grant the ability
  to spit that energy type, dealing 1d8+level damage on a
  successful hit
  Omamori ­ Choose acid, cold or fire, then grant the
  ability to spit that energy type, dealing 1d8+level
  damage on a successful hit, plus 1/2 level damage to
  those within 5 feet on a successful hit
  Protection from Spirits
  O­fuda ­ Grant a +2 deflection bonus to AC against
  incorporeals, and all weapons wielded by those affected
  are magical for the purpose of affecting incorporeals; at
  11th level, they are also ghost touch
  Omamori ­ Grant a +3 deflection bonus to AC against
  incorporeals, and all weapons wielded by the subject
  have ghost touch and deal +1d6 points of damage to
  incorporeal creatures
  49
  Ultimate Onmyōdō
  Interjection Games
  
  Sacrifice
  O­fuda ­ none
  Omamori ­ Before damage is dealt, redirect it to the
  petitioner
  Spirit Amplifier
  O­fuda ­ Petitions deal and heal 1 additional point of
  damage per three levels in the area
  Omamori ­ The subject's petitions deal and heal 1
  additional point of damage per two levels
  Petitioner level 5th
  Clamdiver's Boon
  O­fuda ­ Creatures in the area gain the ability to
  breathe water as though it were air.
  Omamori ­ The subject gains the ability to breathe
  water as though it were air, and gains a 30­ft. swim
  speed.
  Fukashi
  O­fuda ­ Grant invisibility with the same restrictions as
  the invisibility spell.
  Omamori ­ Grant invisibility that eventually gains the
  restrictions of the greater invisibility spell.
  Kami's Guidance
  O­fuda ­ An ally in the area can damage the talisman to
  gain a retroactive +1 luck bonus to an attack roll.
  Omamori ­ The subject can damage the talisman to
  increase the natural roll of an attack roll by +1, but only
  before the results are known.
  Kibin
  O­fuda ­ Grant 1 round of the haste spell's effect to
  allies that begin their turn in the area.
  Omamori ­ Grant the effects of the haste spell.
  Shiawase
  O­fuda ­ If not suffering from a fear effect, grant a +1
  morale bonus to Strength, increasing by +1 at 10th and
  17th levels.
  Omamori ­ If not suffering from a fear effect, grant a
  +2
  morale
  bonus
  to
  Strength
  and
  Constitution,
  increasing by +1 at 10th and 17th levels.
  Yakuyoke
  O­fuda ­ none
  Omamori ­ The subject's age­based penalties are
  reduced by one age category
  Yakuzaishi
  O­fuda ­ Heals 1 point of ability damage each round
  Omamori ­ Heals 1 point of ability damage to each
  ability score each round
  Petitioner level 7th
  Censured Warding
  O­fuda
  ­
  Entering
  or
  staying
  in
  the
  area
  deals
  1d8+level force damage
  Omamori ­ none
  Kami's Misdirection
  O­fuda ­ An ally in the area can damage the talisman to
  gain a retroactive +1 luck bonus to AC.
  Omamori ­ The subject can damage the talisman to
  decrease the natural roll of an enemy attack roll by ­1,
  but only before the results are known.
  Sukēpugōto ­ Physical
  O­fuda ­ Half of all slashing, piercing, and bludgeoning
  damage dealt to creatures in the area is dealt to the
  talisman.
  Omamori
  ­
  Half
  of
  all
  slashing,
  piercing,
  and
  bludgeoning damage dealt to the subject is dealt to the
  talisman.
  Vengeful Flames
  O­fuda ­ Creatures that hit in melee in the area take
  1d8 + 1/2 level fire damage
  Omamori ­ Creatures that attack the subject in melee
  take 1d8 + 1/2 level fire damage
  50
  Bradley Crouch
  Talismans Summary
  
  Petitioner level 9th
  Alchemy
  O­fuda ­ Manufactured weapons and the natural
  weapons of constructs in the area are adamantine, cold
  iron, or silver, overwriting their native material.
  Omamori
  ­
  The
  subject's
  weapons
  have
  a
  +2
  enhancement bonus, or a +2 bonus to any existing
  enhancement bonus.
  Belly Resection Defensive
  O­fuda ­ none
  Omamori ­ The subject regains honor, more­or­less as
  the atonement spell.
  Enmusubi
  O­fuda ­ A charmed or compelled creature may make
  another saving throw when attacking a creature it
  doesn't want to attack in the area.
  Omamori ­ A charmed or compelled creature may
  make another saving throw when attacking the subject,
  if it doesn't want to attack the subject. If the compulsion
  is broken, +2 morale bonus to attack and damage
  Kaiun
  O­fuda ­ Grant a +1 luck bonus to AC, skill checks, and
  saving throws
  Omamori ­ Grant a +2 luck bonus to AC, skill checks,
  and saving throws
  Katsuryoku
  O­fuda ­ Grant a +4 insight bonus to saving throws
  against death effects
  Omamori ­ Grant a +4 insight bonus to saving throws
  against death effects, and reduce the amount of negative
  levels gained by any effect by ­1 (min 0)
  Michihiraki
  O­fuda ­ none
  Omamori ­ Grant the ability to roll twice and take the
  best on attack rolls, skill checks, and saving throws; one
  roll per six levels
  Nogitsune
  O­fuda ­ Grant all weapons the wounding special
  ability, stacking to bleed damage of Wisdom modifier/3
  Omamori ­ Grant the subject's weapons the wounding
  special ability, stacking to bleed damage of Wisdom
  modifier
  Traffic Safety
  O­fuda ­ Grant a +4 bonus to CMD against bull rush
  and overrun, plus 1d4 temporary hit points per six levels
  Omamori ­ Grant a +4 bonus to CMD against bull
  rush and overrun, trampling overruns do half damage,
  and grant 1d4 temporary hit points per six levels
  Petitioner level 11th
  Kenkoh
  O­fuda ­ Grant a +2 insight bonus to saving throws
  against poisons, diseases, and curses.
  Omamori
  ­
  The
  subject
  is
  immune
  to
  poisons,
  diseases, or curses.
  Penanggalan
  O­fuda ­ Creatures in the area take 1 point of damage,
  plus an additional point of damage for every four
  petitioner levels. Damage is returned as temporary hit
  points.
  Omamori ­ The subject takes 1 point of damage, plus
  an additional point of damage for every two petitioner
  levels. Damage is returned as temporary hit points, or as
  healing if the talisman reduces its subject to 0 or fewer
  hit points.
  Petitioner level 13th
  Zone of Communion
  O­fuda ­ Shikigami may use the reach of the spirits
  spirit pool ability for free.
  Omamori ­ none
  Petitioner level 15th
  Sukēpugōto ­ Magical
  O­fuda ­ Whenever a creature in the area fails a saving
  throw against a spell, spell­like ability, or supernatural
  ability, all hit point damage that it deals is dealt to the
  talisman instead.
  Omamori ­ Whenever the subject fails a saving throw
  against a spell, spell­like ability, or supernatural ability,
  all hit point damage that it deals is dealt to the talisman
  instead.
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  Talismans List
  Alchemy
  Requires: Petitioner level 9th
  Spirits of the natural world can replicate the work of
  alchemists with an alacrity that makes the latter green
  with envy.
  O­fuda:
  When
  placing
  this
  talisman,
  choose
  adamantine, cold iron, or silver. All manufactured
  weapons,
  as
  well
  as
  natural
  weapons
  wielded
  by
  constructs, in the area are treated as the chosen metal
  for the purpose of overcoming damage reduction. This
  overwrites whatever special materials those weapons
  are made of.
  Omamori: The enhancement bonus of all weapons
  wielded by the subject increases by +2, to a maximum of
  one­third the petitioner's petitioner level (rounded
  down, max +5). If the subject wields a weapon without
  an enhancement modifier, it becomes a +2 weapon.
  Apprenticeship
  Requires: Aid of the minor kami class feature, petitioner
  level 3rd
  One of the better ways to entice others to become
  onmyoji is to give them a taste of what could be theirs.
  O­fuda: When placing this talisman, choose a cantrip or
  orison that the petitioner has learned via the aid of the
  minor kami class feature. All allies in the area gain the
  ability to cast the chosen cantrip or orison at will with a
  caster level equal to the petitioner's petitioner level and
  Wisdom as their key ability.
  Omamori: The subject gains the ability to cast any of
  the cantrips or orisons the petitioner has learned via the
  aid of the minor kami class feature at will with a caster
  level equal to the petitioner's petitioner level and
  Wisdom as his key ability.
  Belly Resection Defensive
  Requires: Petitioner level 9th
  Rather than commit seppuku, an individual in need
  may be able to appeal to the kami in order to regain
  honor.
  O­fuda: none
  Omamori: This talisman grants a way to regain honor
  without resorting to disembowelment. The subject must
  be truly repentant and desirous of setting right its
  misdeeds. If the repentant creature committed its
  dishonorable act unwittingly or under some form of
  compulsion,
  belly
  resection
  defensive
  functions
  normally at no cost to the repentant creature; however,
  in the case of a subject seeking atonement for deliberate
  misdeeds, the kami demand a sacrifice of 2,500 gp in
  precious metals, gems, and art objects. If demanded, the
  offering must be placed at the subject's feet before the
  duration of the talisman ends, else there is no effect. If
  the kami are paid, or if the kami demand no payment,
  they intercede to restore honor in the following ways.
  Restore Class: A paladin, or other class, who has lost
  her class features due to violating the alignment
  restrictions or ethical code of her class may have her
  class features restored by this talisman.
  Restore Cleric or Druid Spell Powers: A druid who has
  lost the ability to cast spells may regain that ability by
  seeking the intercession of the kami. This talisman can
  do the same for a cleric, but only if that cleric's spells are
  sourced from a kami.
  Byouki Heyu
  Wishing that people stay healthy is all well and good,
  but, let's face it: people get sick. Accordingly, there's a
  talisman for that.
  O­fuda: All allies in the area have fast healing 1. This
  fast healing increases by +1 at 8th and 16th level.
  Omamori: The subject has fast healing 2. This fast
  healing increases by +1 for every six petitioner levels the
  petitioner possesses.
  Censured Warding
  Requires: Petitioner level 7th
  Sometimes, to protect one's own, something else needs
  to be hurt to get the message to stay away.
  O­fuda: Creatures that enter or begin their turn in the
  area take 1d8 + the petitioner's petitioner level points of
  force damage.
  Omamori: none
  52
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  Talismans List
  
  Choju
  Longevity is a common desire, and choju talismans
  reportedly help to extend life.
  O­fuda: The maximum hit points of all allies in the area
  increases
  by
  an
  amount
  equal
  to
  the
  petitioner's
  petitioner level.
  Omamori: The subject's maximum hit points increases
  by an amount equal to the petitioner's petitioner level.
  Clamdiver's Boon
  Requires: Petitioner level 5th
  Sometimes, there's just not enough air in your lungs to
  reach that next shelf of clams. That's when having the
  local priest as a personal friend can be helpful.
  O­fuda: All creatures within the area gain the benefits of
  the water breathing spell.
  Omamori: The subject gains the benefits of the water
  breathing spell, as well as a 30­ft. swim speed.
  Confoundment
  Some omamori are not designed to ward away evil
  spirits, for particularly persistent spirits can find a
  way in eventually, but rather to confuse those spirits
  that penetrate the other lines of defense.
  O­fuda: All creatures in the area have concealment
  Omamori: The subject, as well as all other creatures
  whose entire bodies occupy space within 5 feet of the
  subject, have concealment.
  Censured Warding
  Requires: Petitioner level 7th
  Sometimes, to protect one's own, something else needs
  to be hurt to get the message to stay away.
  O­fuda: Creatures that enter or begin their turn in the
  area take 1d8 + the petitioner's petitioner level points of
  force damage.
  Omamori: none
  Dampen Elements
  A word of warding can reduce, or even negate, the
  damaging power of the elements.
  O­fuda: When placing the talisman, choose acid, cold,
  electric, fire, force, or sonic. All allies in the area have
  resistance equal to the petitioner's petitioner level
  against the chosen energy type.
  Omamori: The subject has resistance equal to the
  petitioner's petitioner level against acid, cold, electric,
  fire, and sonic damage.
  Education
  Requires: Petitioner level 3rd
  Educational
  omamori
  are
  very
  popular
  among
  students, while o­fuda with an educational slant can be
  found in institutions. Taken out of the home and into
  the dungeon, these talismans can be used to help
  decipher forgotten languages and the like.
  O­fuda: When placing the talisman, choose a single
  Knowledge skill. All allies in the area have a competence
  bonus equal to half the petitioner's petitioner level
  (rounded down) to the chosen skill.
  Omamori: The subject has a competence bonus equal to
  half the petitioner's petitioner level (rounded down) to
  all Knowledge skills.
  Empower Elements
  Requires: Petitioner level 3rd
  Nearby kami can be convinced to help the recipient of
  such a talisman, lending their power to weaponry
  whose modus operandi is similar to their own.
  O­fuda: When placing the talisman, choose acid, cold,
  electricity, or fire. Weapon special abilities, spells, and
  abilities that deal damage of the chosen energy type
  enhancing weapons allies in the area wield deal an
  additional point of damage of that energy type. Further,
  energy damage of the chosen type dealt as part of
  weapon damage by an ally in the area ignores resistance
  equal to half the petitioner's petitioner level (rounded
  down).
  Omamori: When placing the talisman, choose acid,
  cold, electricity, or fire. Weapons the subject wields deal
  an additional 1d4 points of damage of the chosen energy
  type. Further, weapon special abilities, spells, and
  abilities that deal damage of the chosen energy type
  enhancing weapons the subject wields (including the
  energy damage granted by this talisman itself) deal an
  additional point of damage of that energy type. Finally,
  energy damage of the chosen type dealt as part of
  weapon damage by the subject ignores resistance equal
  to the petitioner's petitioner level.
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  Enmusubi
  Requires: Petitioner level 9th
  Interpersonal relationships are one of the foundations
  of society, and assistance with said relationships is a
  hot ticket talisman.
  O­fuda: Whenever a creature under the influence of a
  charm or compulsion effect attacks an ally within the
  area, the attacking creature may immediately make an
  additional
  saving
  throw
  against
  that
  charm
  or
  compulsion effect if that effect influenced or directed
  that attack. In other words, if the attacking creature
  would be hostile if it were not under the influence of
  that particular charm or compulsion effect, it is not
  entitled to the additional saving throw that this talisman
  grants. If this additional saving throw is successful, the
  charm or compulsion effect ends immediately.
  Omamori: Whenever the subject is attacked by a
  creature under the influence of a charm or compulsion
  effect, the attacking creature may immediately make an
  additional
  saving
  throw
  against
  that
  charm
  or
  compulsion effect if that effect influenced or directed
  that attack. In other words, if the attacking creature
  would be hostile if it were not under the influence of
  that particular charm or compulsion effect, it is not
  entitled to the additional saving throw that this talisman
  grants. If this additional saving throw is successful, the
  charm or compulsion effect ends immediately and both
  subject and the attacking creature get a +2 morale
  bonus to attack and damage rolls for the remainder of
  the talisman's duration.
  Fertility
  Requires: Petitioner level 3rd
  The talisman maker's three big sellers are health (to
  stay alive), prosperity (to enjoy being alive), and
  fertility (to make more life). The last of these tends to
  be sold at a reduced rate, if only because it'll more than
  pay for itself next generation.
  O­fuda: none
  Omamori: If a copy of this talisman is placed upon a
  pregnant creature that gives live birth daily for at least
  half the total term of her pregnancy, then the number of
  children born at the end of the pregnancy increases by
  +1.
  Foresight
  Requires: Petitioner level 3rd
  Knowing what will be, even in a very imperfect
  manner, is very, very valuable.
  O­fuda: All allies in the area at the time of placement
  gain a +4 insight bonus to their next attack roll. If the
  talisman expires or is destroyed, this bonus is lost.
  Omamori: The subject gains a +10 insight bonus to its
  next attack roll. Once an attack is made, the effects of
  this talisman end immediately.
  Fukashi
  Requires: Petitioner level 5th
  Fukashi, or “invisibility”, is a potent aid for those
  whose lives depend on not drawing the attention of an
  upset oni.
  O­fuda: All allies in the area become invisible, as the
  invisibility spell. If an ally attacks while in the area, he
  immediately becomes visible and cannot be made
  invisible again by this talisman.
  Omamori:
  The
  subject
  becomes
  invisible,
  as
  the
  invisibility spell. Starting at 13th level, the subject
  instead becomes invisible as the greater invisibility
  spell, but the talisman takes 10 points of damage every
  time the subject attacks. This damage ignores hardness.
  Gankake
  Requires: Petitioner level 3rd
  A very open­ended talisman, the gankake is a prayer
  focus that acts to focus spiritual energy where it is
  needed the most.
  O­fuda: All allies in the area are healed for an additional
  1d6 points of damage by friendly channeled energy
  effects. In addition, whenever an ally in the area is
  healed by a friendly channeled energy effect, he gets a
  +1 sacred bonus to attack rolls for 1d4 rounds.
  Omamori: The subject is healed for an additional 2d6
  points of damage by friendly channeled energy effects.
  In addition, whenever the subject is healed by a friendly
  channeled energy effect, he gets a +2 sacred bonus to
  attack rolls for 1d4 rounds.
  Ganko­sa
  Though stubbornness may seem to be a particularly
  odd thing to promote, and it is, an individual who is
  stubborn enough will simply refuse to lay down and
  die.
  O­fuda: All allies in the area have a +2 resistance bonus
  to saving throws. This bonus increases by +1 for every
  six petitioner levels the petitioner possesses.
  Omamori: The subject has a +2 resistance bonus to
  saving throws. This bonus increases by +1 for every four
  petitioner levels the petitioner possesses, to a maximum
  of a +5 resistance bonus to saving throws at 12th level.
  At 16th level, the subject also has a +1 morale bonus to
  saving throws.
  54
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  Talismans List
  
  Hishi
  Requires: Petitioner level 3rd
  Named after the water caltrop plant, the hishi talisman
  produces copies of a military weapon that looks like a
  plant that was named after that military weapon in the
  first place.
  O­fuda: The area becomes covered in spiny metal
  objects resembling water caltrops. The water caltrops
  produced by this talisman follow the rules for caltrops,
  except that they ignore damage reduction, have a base
  attack bonus equal to half the petitioner's petitioner
  level (rounded down), and vanish when the talisman's
  duration expires.
  Omamori: When this talisman is placed, a leaf­textured
  bag appears at the subject's hip. The subject also gains
  caltrop charges equal to half the petitioner's petitioner
  level, rounded down. As a standard action, the subject
  may spend any number of caltrop points. For each
  caltrop point the subject spends, he places water
  caltrops in an unoccupied square that he threatens or is
  adjacent to a square he threatens. Water caltrops cannot
  be placed in a square that already contains water
  caltrops. Water caltrops follow the rules for caltrops,
  except that they ignore damage reduction, have a base
  attack bonus equal to half the petitioner's petitioner
  level, rounded down, and vanish when the talisman's
  duration expires.
  Kaiun
  Requires: Petitioner level 9th
  One of the most common talismans is one that simply
  grants good luck.
  O­fuda: All allies in the area have a +1 luck bonus to AC,
  skill checks, and saves. This bonus does not stack with
  other luck bonuses.
  Omamori: The subject has a +2 luck bonus to AC, skill
  checks, and saves. This bonus does not stack with other
  luck bonuses.
  Kami's Guidance
  Requires: Petitioner level 5th
  Some talismans are not made for a specific purpose,
  but rather contain a very slight measure of a great
  kami's power. The top regional kami, the petitioner's
  personal favorite minor shrine kami, and Amaterasu
  herself are common choices.
  O­fuda: Whenever an ally in the area fails an attack roll,
  it may draw upon the talisman as an immediate action.
  If it does, the ally gains a retroactive +1 luck bonus to
  the failed attack roll. If this would make the attack
  successful, then it is retroactively considered successful.
  Whenever a creature draws upon the talisman, the
  talisman takes damage equal to the drawing creature's
  Hit Dice. This damage ignores the talisman's base
  hardness, though effects that temporarily increase the
  talisman's hardness still apply.
  Omamori: Whenever the subject makes an attack roll,
  but before the results of that attack roll are known, it
  may draw upon the talisman as an immediate action. If
  it does, the result shown on the die rolled increases by
  +1. For example, a roll of an 18 becomes a 19. This
  alteration
  can
  retroactively
  cause
  critical
  threats.
  Whenever a creature draws upon the talisman, the
  talisman takes damage equal to the drawing creature's
  Hit Dice. This damage ignores the talisman's base
  hardness, though effects that temporarily increase the
  talisman's hardness still apply.
  Kami's Misdirection
  Requires: Petitioner level 7th
  Though
  many
  kami
  are
  perfectly
  willing
  to
  temporarily share their power with those who properly
  venerate them, their personalities shine through in
  whatever they do. In short, some kami are just
  smartasses.
  O­fuda: Whenever an ally in the area would be hit by an
  enemy, that ally may draw upon the talisman as an
  immediate action. If it does, the ally gains a retroactive
  +1 luck bonus to AC. If this would make the attack
  unsuccessful,
  then
  it
  is
  retroactively
  considered
  unsuccessful. Whenever a creature draws upon the
  talisman, the talisman takes damage equal to the
  drawing creature's Hit Dice. This damage ignores the
  talisman's
  base
  hardness,
  though
  effects
  that
  temporarily increase the talisman's hardness still apply.
  Omamori: Whenever an ally is attacked, but before the
  results of the attack roll are known, it may draw upon
  the talisman as an immediate action. If it does, the
  result shown on the die rolled decreases by ­1. For
  example, a roll of an 18 becomes a 17. This alteration
  can retroactively stop critical threats and cause critical
  fumbles. Whenever a creature draws upon the talisman,
  the
  talisman
  takes
  damage
  equal
  to
  the
  drawing
  creature's Hit Dice. This damage ignores the talisman's
  base hardness, though effects that temporarily increase
  the talisman's hardness still apply.
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  Katsuryoku
  Requires: Petitioner level 9th
  Death comes to claim the weak, but passes by the
  strong. Death is patient, and does not struggle to pull a
  man down when it knows that man shall be its prey at
  a later date. Though inevitable, death's patience allows
  the end to be delayed by making an individual appear
  more vital than he actually is.
  O­fuda: All allies in the area have a +4 insight bonus to
  saving throws against death effects.
  Omamori: The subject has a +4 insight bonus to saving
  throws against death effects. In addition, whenever the
  subject would gain negative levels, he gains one fewer
  negative levels, to a minimum of 0.
  Kenkoh
  Requires: Petitioner level 11th
  Talismans that help to ensure good health are popular
  with everyone from the layman to the aristrocracy.
  O­fuda: All allies in the area have a +2 insight bonus to
  saving throws against poison, disease, and curse effects.
  Omamori: When this talisman is placed, choose poison,
  disease, or curse. The subject is immune to effects of the
  chosen type. This does not grant immunity to effects of
  the chosen type already ongoing when the talisman is
  applied.
  Kibin
  Requires: Petitioner level 5th
  Those who are fast on their feet live to see the next
  combat. A talisman such as this helps to ensure that the
  onmyōji's charges are among the victors.
  O­fuda: Allies that begin their turn in the area gain the
  benefits of the haste spell for 1 round.
  Omamori: The subject gains the benefits of the haste
  spell.
  Kubosa
  Nearly everyone wants to be rich! Those who don't
  have taken vows, but if they hadn't, they, too, would
  want to be rich.
  O­fuda: none
  Omamori: The subject gains a competence bonus equal
  to the petitioner's petitioner level to Profession skill
  checks made to earn a living. The duration of this
  talisman's effect is 24 hours.
  Michihiraki
  Requires: Petitioner level 9th
  Usually constructed to look like a compass, michihiraki
  can be equated to what they mimic by acting as a sort
  of divinatory compass, finding all of the best paths
  along the road of life.
  O­fuda: none
  Omamori: Whenever the subject makes an attack roll,
  skill check, or saving throw, he may choose to roll twice
  and take the best result. He must choose whether or not
  to roll twice before rolling. This talisman's effect ends
  immediately
  after
  being
  used
  once
  for
  every
  six
  petitioner levels the petitioner possesses.
  Moeru Shita
  Requires: Petitioner level 3rd
  Literally "flaming tongue", this talisman allows those
  affected by it to expectorate a wide variety of weapons­
  grade materials. Obviously, such a talisman was
  invented for the adventuring profession and is almost
  never seen warding a home.
  O­fuda: When placing this talisman, choose acid, cold,
  or fire. All allies in the area gain the ability to spit
  weaponized saliva of that energy type across the room
  as a standard action. Spitting is a ranged touch attack
  with a range of 60 feet that deals 1d8 + the petitioner's
  petitioner level points of damage of the chosen energy
  type on a successful hit.
  Omamori: When placing this talisman, choose acid,
  cold, or fire. The subject gains the ability to spit
  weaponized saliva of that energy type across the room
  as a standard action. Spitting is a ranged touch attack
  with a range of 60 feet that deals 1d8 + the petitioner's
  petitioner level points of damage of the chosen energy
  type on a successful hit. In addition, on a successful hit,
  other creatures within 5 feet of the primary target take
  damage equal to half the petitioner's petitioner level,
  rounded down.
  Nogitsune
  Requires: Petitioner level 9th
  While talismans are generally used for protection by
  sheer weight of tradition, all they really are is a focus
  charged with a spirit’s power. What hard­and­fast rule
  is stopping them from being deleterious?
  O­fuda: All weapon attacks made against creatures in
  the area are treated as though they were made with
  weapons
  possessing
  the
  wounding
  weapon
  special
  ability; however, the bleed damage only stacks to a
  maximum
  of
  one­third
  the
  petitioner’s
  Wisdom
  modifier, rounded down (minimum 1).
  Omamori: All weapon attacks made against the subject
  are treated as though they were made with weapons
  possessing
  the
  wounding
  weapon
  special
  ability;
  however, the bleed damage only stacks to a maximum of
  the petitioner’s Wisdom modifier (minimum 1)
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  Penanggalan
  Requires: Petitioner level 11th
  Though the land of talismans' birth has no native
  vampires, the idea is quite easy to import. Once
  imported, it tends to latch on, pun intended.
  O­fuda: At the beginning of the petitioner's turn, all
  creatures in the area take 1 point of damage, plus an
  additional point of damage for every four petitioner
  levels the petitioner possesses. This damage is totaled,
  then returned to the petitioner as temporary hit points.
  These temporary hit points persist for 1 round.
  Omamori: At the beginning of the petitioner's turn, the
  subject takes 1 point of damage, plus an additional point
  of damage for every two petitioner levels the petitioner
  possesses. This damage is returned to the petitioner as
  temporary hit points. These temporary hit points persist
  for 1 round. If this damage reduces a creature to 0 or
  fewer hit points, or if the creature is already at 0 or
  fewer hit points before the damage is done, then the
  damage is returned to the petitioner as healing instead.
  Protection from Antipodes
  "Evil" really is a subjective concept. As society becomes
  more complicated, the various dichotomies by which
  "evil" can be defined expands, and the idea of a
  "yakuyoke", or avoidance of evil, talisman becomes
  harder to define.
  O­fuda: Each ally in the area gains a +2 deflection
  bonus to AC against creatures whose alignment opposes
  the ally's alignment on one or more alignment axis. True
  neutral allies treat Lawful Good, Chaotic Good, Lawful
  Evil, and Chaotic Evil as opposed alignments. This
  deflection bonus to AC increases by +1 at 8th level and
  every five levels thereafter.
  Omamori: The subject gains a +2 deflection bonus to
  AC and a +2 resistance bonus to saving throws against
  creatures whose alignment opposes the ally's alignment
  on one or more alignment axis. True neutral allies treat
  Lawful Good, Chaotic Good, Lawful Evil, and Chaotic
  Evil as opposed alignments. These bonuses increase by
  +1 at 8th level and every five levels thereafter.
  Protection from Spirits
  Requires: Petitioner level 3rd
  One of the classic uses for o­fuda is keeping evil spirits
  out of the household. This is readily adapted by an
  adventuring onmyōji who has the gall to go seek out
  said spirits on their own turf.
  O­fuda: All allies in the area have a +2 deflection bonus
  to AC against incorporeal creatures. In addition, non­
  magical weapons wielded by allies in the area are
  treated as magical weapons for the purpose of being
  able to damage incorporeal creatures. Starting at 11th
  level, all weapons wielded by allies in the area gain the
  ghost touch weapon special ability.
  Omamori: The subject gains a +3 deflection bonus to
  AC against incorporeal creatures. In addition, weapons
  wielded by the subject gain the ghost touch weapon
  special
  ability.
  Starting
  at
  11th
  level,
  incorporeal
  creatures can be critically hit by the subject and
  weapons wielded by the subject deal an additional 1d6
  points
  of
  damage
  to
  incorporeal
  creatures.
  This
  additional damage is multiplied on a critical hit.
  Rokuhisago
  Literally "disease­free", this type of talisman does not
  make the recipient well. It prevents afflictions from
  ever starting.
  O­fuda: Whenever a creature in the area fails a saving
  throw that would result in its becoming sickened,
  nauseated, poisoned, diseased, or paralyzed, it may roll
  again as an immediate action. If this would result in a
  successful
  saving
  throw,
  then
  it
  is
  retroactively
  considered to have been successful. Any other effects
  tied to the same saving throw, such as hit point damage,
  still treat the saving throw as though it were a failure.
  Whenever a creature draws upon the talisman, the
  talisman takes damage equal to the drawing creature's
  Hit Dice. This damage ignores the talisman's base
  hardness, though effects that temporarily increase the
  talisman's hardness still apply.
  Omamori: Whenever the subject fails a saving throw
  that would result in its becoming blinded, deafened,
  sickened, nauseated, poisoned, or paralyzed, it may roll
  again as an immediate action. If this would result in a
  successful
  saving
  throw,
  then
  it
  is
  retroactively
  considered to have been successful. Any other effects
  tied to the same saving throw, such as hit point damage,
  still treat the saving throw as though it were a failure.
  Whenever a creature draws upon the talisman, the
  talisman takes damage equal to the drawing creature's
  Hit Dice. This damage ignores the talisman's base
  hardness, though effects that temporarily increase the
  talisman's hardness still apply.
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  Sacrifice
  Requires: Petitioner level 3rd
  The power of a talisman is somewhat dependent upon
  which gods are willing to answer the call. Some protect
  outright, while others merely give the tools to intercept
  pain.
  O­fuda: none
  Omamori: Whenever the subject of sacrifice becomes
  the target of a single­target spell, ability, or attack that
  deals hit point damage while within 30 feet of the
  individual who placed this talisman, the placer may
  intercept that attack as an immediate action. If the spell,
  ability, or attack successfully deals damage, all of it is
  dealt to the placer rather than its intended subject. After
  successfully intercepting damage once, the effects of this
  talisman end immediately.
  Shiawase
  Requires: Petitioner level 5th
  Nearly all sapient creatures desire happiness, for a
  happy
  creature
  is
  usually
  a
  healthy
  creature.
  Accordingly, an enterprising onmyōji knows how to
  provide it.
  O­fuda: All allies in the area who are not suffering from
  an ongoing fear effect have a +1 morale bonus to
  Strength. This bonus increases by +1 at 10th level and
  17th level.
  Omamori: If the subject is not suffering from an
  ongoing fear effect, it has a +2 morale bonus to Strength
  and Constitution. This bonus increases by +1 at 10th
  level and 17th level.
  Spirit Amplifier
  Requires: Petitioner level 3rd
  Rather than protect, some talismans promote the
  efficacy of the spirits themselves.
  O­fuda: Petitions that deal damage or heal damage deal
  or heal an additional point of damage for every three
  petitioner levels the petitioner possesses if the subject is
  in the area.
  Omamori: Petitions that deal damage or heal damage
  deal or heal an additional point of damage to the subject
  for every two petitioner levels the petitioner possesses.
  Spirit Promoter
  Kami are drawn to certain special talismans in much
  the same way moths are drawn to a flame.
  O­fuda: none
  Omamori: The subject gains 1 temporary spirit point,
  but only if the subject has a spirit pool. As soon as this
  temporary spirit point is spent, the talisman's effect
  ends immediately. The temporary spirit point lasts for
  the duration of the talisman.
  Sukēpugōto ­ Physical
  Requires: Petitioner level 7th
  Literally "scapegoat", some talismans exist to take the
  fall for its wearer.
  O­fuda: Whenever a creature in the area takes slashing,
  piercing, or bludgeoning damage, half that damage is
  dealt to the talisman instead. This damage ignores the
  talisman's base hardness. All other effects, such as
  ability score damage, conditions, or even instant death,
  are unhindered by the presence of this talisman.
  Omamori:
  Whenever
  the
  subject
  takes
  slashing,
  piercing, or bludgeoning damage, half that damage is
  dealt to the talisman instead. This damage ignores the
  talisman's base hardness. All other effects, such as
  ability score damage, conditions, or even instant death,
  are unhindered by the presence of this talisman.
  Sukēpugōto ­ Magical
  Requires: Petitioner level 15th
  Literally "scapegoat", some talismans exist to take the
  fall for its wearer.
  O­fuda: Whenever a creature in the area fails a saving
  throw against a spell, spell­like ability, or supernatural
  ability that deals hit point damage, that damage is dealt
  to the talisman instead. This damage ignores the
  talisman's base hardness. All other effects, such as
  ability score damage, conditions, or even instant death,
  are unhindered by the presence of this talisman. Any
  damage beyond that required to bring the talisman to 0
  hit points is evenly split among the parties whose
  incoming damage was redirected to the talisman in the
  first place.
  Omamori: Whenever the subject fails a saving throw
  against a spell, spell­like ability, or supernatural ability
  that deals hit point damage, that damage is dealt to the
  talisman instead. This damage ignores the talisman's
  base hardness. All other effects, such as ability score
  damage,
  conditions,
  or
  even
  instant
  death,
  are
  unhindered by the presence of this talisman. Any
  damage beyond that required to bring the talisman to 0
  hit points is redirected to the subject.
  58
  Bradley Crouch
  Talismans List
  
  Traffic Safety
  Requires: Petitioner level 9th
  Popular among city dwellers, a traffic safety talisman
  helps keep a workman alive should he be crushed
  underfoot. This readily extends to the adventuring life,
  as many creatures have "just sit on it" as a battle
  strategy.
  O­fuda: All allies in the area have a +4 circumstance
  bonus to CMD against the overrun and bull rush combat
  maneuvers. In addition, all allies that begin their turn in
  the area gain 1d4 temporary hit points for every six
  petitioner
  levels
  the
  petitioner
  possesses.
  These
  temporary hit points last for 1 round.
  Omamori: The subject has a +4 circumstance bonus to
  CMD
  against
  the
  overrun
  and
  bull
  rush
  combat
  maneuvers, and takes half damage from a successful
  overrun
  combat
  maneuver
  made
  to
  trample.
  In
  addition, the subject gains 1d4 temporary hit points for
  every six petitioner levels the petitioner possesses at the
  beginning of each of its turns. These temporary hit
  points last for 1 round.
  Vengeful Flames
  Requires: Petitioner level 7th
  Sometimes, a talisman of protection does not actively
  protect the wearer, but instead acts much in the same
  way as a monarch butterfly: those who attack it are so
  thoroughly displeased that they may not do so again.
  O­fuda: Creatures that successfully make a melee attack
  against an ally in the area take 1 + one­half the
  petitioner's petitioner level points of fire damage,
  rounded down.
  Omamori: Creatures that attack the subject in melee
  take 1d8 + one­half the petitioner's petitioner level
  points of fire damage, rounded down. This talisman is
  triggered whether or not the attack actually hits.
  Yakuyoke
  Requires: Petitioner level 5th
  Yakuyoke omamori are specifically designed to avert
  the "mid­life crisis". They do this by making the body
  feel younger until the mind is too set in its ways to do
  anything about the physical sensations of encroaching
  age. When applied to the adventuring profession, they
  simply
  extend
  the
  range
  of
  ages
  at
  which
  an
  adventurer can be successful.
  O­fuda: none
  Omamori: The subject's ability score penalties due to
  age are as treated as though he were one age category
  younger than he actually is. For example, a middle­aged
  character receives the mental ability score bonuses for
  being middle­aged, but takes no penalty for being
  middle­aged. Similarly, a venerable character receives
  the mental ability score bonuses for being venerable,
  but takes physical ability score penalties as though he
  were merely of old age.
  The duration of this talisman's effect is 24 hours.
  Yakuzaishi
  Requires: Petitioner level 5th
  Literally
  "apothecary",
  yakuzaishi
  talismans
  are
  effectively prescriptions for medicine to be delivered by
  spirits.
  O­fuda: An ally that begins its turn within the area is
  cured of 1 point of temporary ability damage dealt to
  one ability score of his choice.
  Omamori: Each round at the beginning of its turn, the
  subject is cured of 1 point of temporary ability damage
  dealt to each of his ability scores.
  Zone of Communion
  Requires: Petitioner level 13th
  Simply allowing a shikigami to touch the world as it
  did before it was bound extends its reach greatly. This
  talisman can provide.
  O­fuda: Shikigami in the area may use the reach of the
  spirits spirit pool ability without paying its spirit point
  cost.
  Omamori: none
  59
  Ultimate Onmyōdō
  Interjection Games
  
  The Poetry Book
  Kireji List
  Darou (Su)
  Haiku Component: Kireji
  Effect: If the attack associated with this kireji hits
  successfully, record the base weapon damage rolled. For
  the remainder of the orator’s performance, or until he
  executes another kireji, all subsequent attacks that
  would deal the same amount of base weapon damage as
  the recorded result deal maximum base weapon damage
  instead.
  Ji (Ex)
  Haiku Component: Kireji
  Effect: All movement performed by creatures hit by the
  attack associated with this kireji provoke attacks of
  opportunity from the orator until the beginning of his
  next turn, even if it would normally not provoke attacks
  of opportunity.
  Kana (Su)
  Haiku Component: Kireji
  Requires: Warrior Poet 5
  Effect: Creatures hit by the attack associated with this
  kireji have the magnitude of all morale bonuses and
  fear­based penalties affecting them reduced by ­1,
  (minimum +0), for the remainder of the warrior poet’s
  oration, or until he executes another kireji. Bonuses and
  penalties applied after the kireji attack are not affected
  by kana.
  Keri (Su)
  Haiku Component: Kireji
  Requires: Warrior Poet 5
  Effect: When executing this kireji, the orator deals 1
  point of damage to each creature hit by one of his
  physical attacks for each successful attack he has made
  against that creature since he began orating the current
  subject. The type(s) of damage dealt is that of the
  weapon used.
  Mogana (Su)
  Haiku Component: Kireji
  Requires: Warrior Poet 3
  Effect: When executing this kireji, the orator gains a +2
  enhancement bonus to a random ability score before
  making his attack roll.
  (To determine a random ability score, roll 1d6. 1:
  Strength, 2: Dexterity, 3: Constitution, 4: Intelligence,
  5: Wisdom, 6: Charisma.)
  If the attack roll associated with the kireji hits, he adds
  the randomly­chosen ability score’s modifier to the
  resulting damage roll, in place of any other ability
  modifier that would normally be added to it. The orator
  retains
  this
  enhancement
  bonus
  until
  he
  executes
  another kireji, or until he ceases orating, whichever
  comes first.
  Starting at 7th level, the orator rolls twice and chooses
  either result to determine which random ability score is
  given an enhancement bonus. Starting at 13th level,
  mogana grants a +4 enhancement bonus rather than a
  +2 enhancement bonus.
  Nikeri (Su)
  Haiku Component: Kireji
  Effect: Do not roll the base damage for the attack
  associated with this kireji. Instead, the base damage of
  the attack is equal to the base damage of the most recent
  attack made with the same weapon since the oration
  began. If no attack has been made with this weapon
  since the oration began, then the base damage of the
  attack associated with the kireji is 0.
  Nu (Ex)
  Haiku Component: Kireji
  Requires: Warrior Poet 9
  Effect: If a creature hit by the attack associated with
  this kireji would be reduced to 0 or fewer hit points and
  be
  rendered
  unconscious,
  it
  dies
  or
  is
  destroyed
  instantly.
  Ramu (Ex)
  Haiku Component: Kireji
  Effect: When executing this kireji, guess whether the
  damage dealt by the associated attack, if it hits, will be
  odd or even. If the warrior poet is correct, he deals an
  additional +2d6 points of damage with that attack,
  increasing to +3d6 points of damage at 7th level and
  +4d6 points of damage at 13th level. This damage is not
  multiplied on a critical hit.
  Shi (Su)
  Haiku Component: Kireji
  Requires: Warrior Poet 9
  Effect: Until the warrior poet ceases to orate or
  executes
  another
  kireji,
  his
  base
  weapon
  damage
  increases by +1d2.
  60
  Bradley Crouch
  The Poetry Book
  Kireji List
  
  Tsu (Ex)
  Haiku Component: Kireji
  Effect: Creatures hit by the attack associated with this
  kireji cannot make attacks of opportunity upon the
  warrior poet if he moves out of the square he is
  currently occupying this round. Subsequent movement
  can provoke attacks of opportunity, as normal.
  Ya (Su)
  Haiku Component: Kireji
  Effect: The attack associated with this kireji gains the
  benefits of the ghost touch weapon special ability.
  Starting at 7th level, the attack also deals an additional
  +1d8 points of damage to undead creatures on a
  successful hit, increasing to +2d8 points of damage at
  13th level.
  Yo (Su)
  Haiku Component: Kireji
  Effect: The attack associated with this kireji gains the
  benefits of the warrior poet’s choice of the merciful or
  vicious weapon special abilities. Starting at 7th level, the
  warrior poet gains 1d4+1 temporary hit points that last
  for 1 round if he chose merciful, or deals an additional
  +1d4 points of damage on a successful hit if he chose
  vicious, increasing to 2d4+2 temporary hit points or
  +2d4 points of damage, respectively, at 13th level.
  Zo (Ex)
  Haiku Component: Kireji
  Effect: If the attack associated with the kireji is a
  successful hit, then roll the weapon’s base damage twice
  and take the better result. Weapon special abilities and
  other features that add additional damage dice are not
  rolled twice. In addition, once over the course of his
  oration, and before he executes another kireji, the
  warrior poet may grant this same ability to another of
  his attacks. He must declare he is using zo before he
  rolls damage.
  Starting at 13th level, if the base damage of the weapon
  used is multiple dice, then the warrior poet may
  combine individual dice from either roll to make the roll
  he keeps. For example, a Medium creature using a
  greatsword rolls 2d6 for base damage. If he rolls a “1”
  and a “6” for his first roll, and a “2” and a “4” for his
  second roll, he may combine the “6” from the first roll
  and the “4” from the second roll, for a total of 10. If a
  base damage roll uses dice of differing size, such as a d6
  and a d4, then a d6 roll and a d4 roll must be the dice
  chosen (not two d6 rolls or two d4 rolls).
  Zu (Ex)
  Haiku Component: Kireji
  Effect: Creatures hit by the attack associated with this
  kireji take a ­5­foot penalty to all forms of movement
  (minimum 5 feet) for 1 round, increasing to a duration
  of 2 rounds at 7th level and a ­10­foot penalty at 13th
  level.
  Haiku Topics Summary
  No Prerequisites
  Coldsnap ­ Deal 1d6 points of cold damage for each
  round the current haiku was orated before a kireji or
  outright cessation. Fortitude halves.
  Deer and Hunter ­ Gain a +1 luck bonus to Reflex
  saves.
  Dew in the Dawn Sun ­ Gain fast healing 1.
  Dogged Boar's Stand ­ Gain a +1 luck bonus to
  Fortitude saves.
  Feline Proclivities ­ At initial oration or kireji, choose
  a creature within 30 feet. That creature falls prone if it
  critically fails a saving throw.
  Glorious Dawn ­ At initial oration or kireji, heal 2
  points of damage.
  Hare's Paranoia ­ Gain a +10­foot enhancement
  bonus to base land speed.
  Howling in the Woods ­ Each round, deafen a
  creature within 30 feet for 1 round with a Fortitude save
  to negate.
  Kitsune Tricks ­ Gain a +1 luck bonus to Will saves.
  My Grandmother's Sow ­ At initial oration or kireji,
  produce a 10­foot burst of grease that remains for the
  duration of the performance.
  Plumes of Ash ­ At initial oration or kireji, dazzle all
  other creatures within 10 feet for 1d4 rounds.
  Reeds in the Swamp ­ At initial oration or kireji,
  produce a 10­foot burst of reeds that remains for the
  duration of the performance and counts as difficult
  terrain.
  Scour the Earth ­ Choose an energy type and gain
  resistance 2 against it.
  Suplexing a Deer ­ Gain +1 to CMB.
  That Weed That Just Won't Go Away ­ Heal 2
  points of damage for each round the current haiku was
  orated before a kireji or outright cessation.
  The Badger, Unbowed ­ Gain the benefits of the
  Diehard feat.
  The Mantis Strikes ­ Gain a +1 morale bonus to
  damage rolls.
  The Mountain's Bulk ­ Gain DR 1/­.
  The Mountain's Face ­ At initial oration or kireji,
  gain temporary hit points equal to Wisdom modifier,
  which persist for the duration of the performance, or
  until another kireji.
  Thunderclap ­ Deal 1d6 points of electricity damage
  for each round the current haiku was orated before a
  kireji or outright cessation. Reflex halves.
  Wildfire ­ Deal 1d6 points of fire damage for each
  round the current haiku was orated before a kireji or
  outright cessation. Reflex halves.
  61
  Ultimate Onmyōdō
  Interjection Games
  Haiku Topics Summary
  
  Level 3
  A Kitsune's Ventriloquism ­ A creature within 30
  feet gains the benefits of all other topics that would
  target the orator.
  Gnashing Teeth ­ Each round, choose an empty
  square. For 1 round, treat it as though it had a
  threatening creature in it for the purpose of enabling
  flanking.
  Inviolate ­ The subject's other damaging topics deal +1
  damage per damage die.
  Leaping Frog ­ Gain the ability to move 10 feet in a
  straight line as a swift action, ignoring attacks of
  opportunity.
  Rocks to Dust ­ Gain a time counter each round, then
  expend them all when executing the kireji to deal +2
  damage with it for each one expended.
  Salmon on Migration ­ The orator may reroll a
  Strength­based, Dexterity­based, or Constitution­based
  skill check as an immediate action.
  Summer's Heat ­ At initial oration or kireji, choose a
  creature within 30 feet. Each round, it takes 1d3 points
  of fire damage and all of the orator's attacks deal an
  additional point of fire damage. Fortitude negates the
  periodic damage.
  Tenjin's Favorite Plum Tree ­ The orator may reroll
  an Intelligence­based, Wisdom­based, or Charisma­
  based skill check as an immediate action.
  Winter's Coming ­ At initial oration or kireji, choose a
  creature within 30 feet. Each round, it takes 1d3 points
  of cold damage and all of the orator's attacks deal an
  additional point of cold damage. Fortitude negates the
  periodic damage.
  Level 6
  Fear of a Charging Boar ­ At initial oration or kireji,
  produce a 10­foot burst of energy that remains for the
  duration of the performance, shakening those that begin
  their turn in it or enter it for 1 round. Will negates.
  Lava Along a Mountain's Face ­ At initial oration or
  kireji, produce a 10­foot burst of lava that remains for
  the duration of the performance, dealing 1d6 points of
  fire damage to those that begin their turn in it or enter
  it.
  Ore to Steel ­ When rolling maximum damage,
  minimum damage, or three­of­a­kind on damage dice
  with a weapon, a spectral weapon also attacks the
  creature struck, dealing force damage equal to the
  weapon's base damage.
  Rabbit's Sprint ­ When missed, gain a +1 luck bonus
  to AC until the beginning of next turn, or until damaged
  (max +3).
  Ripples on the Water ­ At initial oration or kireji,
  choose a willing creature within 30 feet. All topics that
  affect the orator also affect the subject for 1 round.
  Screams on the Wind ­ The subject's other topics
  deal maximum damage.
  Stress ­ Before beginning his performance, the orator
  may give himself a +2 bonus to initiative, but only if he
  commits to orating a subject with this topic in the first
  round of combat.
  That Inexplicable Patch of Ice ­ At initial oration or
  kireji, produce a 10­foot burst patch of ice that remains
  for the duration of the performance, dealing 1d6 points
  of cold damage to those that begin their turn in it or
  enter it.
  The Way in Which Everything is Scarier at Night
  ­ The subject's other topics have a +15­ft. bonus to
  range, a +5­ft. bonus to their radius, and a +1 bonus to
  their DC.
  Waves on the Shore ­ At initial oration or kireji,
  choose creature within 30 feet. All topics that affect
  something other than the orator also affect the subject
  for 1 round.
  Level 9
  Eternal Cycles ­ At cessation or kireji, if the haiku was
  orated for three or more rounds, it regains 1 round of its
  daily duration.
  Inevitability ­ The subject's other topics ignore energy
  resistance.
  Noonday
  ­
  Ignore
  concealment,
  and
  treat
  total
  concealment as merely concealment.
  Level 12
  Echoes in the Hills ­ At cessation, all other topics
  continue for 1 round, or until a new haiku starts.
  Oddball Prerequisites
  The Lone Wolf ­ Requires a teamwork feat. At the
  beginning of each turn, choose a creature within 30 feet.
  On a failed Will save, it cannot use teamwork feats for 1
  round.
  62
  Bradley Crouch
  The Poetry Book
  
  Haiku Topics List
  A Kitsune’s Ventriloquism
  Haiku Component: Topic
  On Cost: 0
  Requires: Stealth 3 ranks
  Effect: At the beginning of each of the orator’s turns,
  he must target another creature within 30 feet. All other
  topics of this subject that would normally target the
  orator target the chosen creature instead for 1 round. If
  there are no other creatures within 30 feet, then all
  topics that would normally target the orator have no
  effect this round.
  Special: When adding this topic to a subject, the orator
  may set its On cost to 1. If he does, then he may choose
  not to target another creature within 30 feet each round.
  If he does not, then all topics that would normally target
  him function as normal this round.
  Coldsnap (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: Whenever the orator ceases to orate a subject
  with this topic because he executed a kireji and switched
  to the other subject, he deals 1d6 points of cold damage
  to a creature within 30 feet for each round he orated the
  subject containing this topic (max 2d6 per orator level).
  A successful Fortitude save halves the damage.
  Deer and Hunter (Ex)
  Haiku Component: Topic
  On Cost: 1
  Effect: The orator gains a +1 luck bonus to Reflex
  saving throws.
  Dew in the Dawn Sun (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: The orator gains fast healing 1.
  Special: This topic can be taken multiple times. Each
  time, the fast healing granted increases by +1.
  Dogged Boar’s Stand (Ex)
  Haiku Component: Topic
  On Cost: 1
  Effect: The orator gains a +1 luck bonus to Fortitude
  saving throws.
  Echoes in the Hills (Su)
  Haiku Component: Topic
  On Cost: 1
  Requires: Warrior Poet 12
  Effect: Whenever the orator ceases to orate, but not
  when he executes a kireji, the effects of the other topics
  in this subject continue for 1 additional round before
  their effects dissipate. If the orator begins to orate a new
  haiku, this effect ends immediately.
  Clarification: If paired with other topics that have
  effects upon cessation, this means these other topics
  trigger upon cessation as normal, and then if this “echo”
  is allowed to run for a full round and then end on its
  own, they will trigger again as though they had been
  orated for 1 round.
  Eternal Cycles (Su)
  Haiku: Topic
  On Cost: 1
  Requires: Warrior Poet 9
  Effect: Whenever the orator ceases to orate, or when he
  executes a kireji, if he orated the to­be­ended subject for
  at least 3 rounds before ending it, then the haiku
  containing that subject regains 1 round of its daily
  duration.
  Fear of a Charging Boar (Su)
  Haiku Component: Topic
  On Cost: 1
  Requires: Warrior Poet 6
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, he produces a 10­foot burst of
  frightful energy centered within 30 feet of his person.
  Creatures that begin their turn in or enter this energy
  are shakened for 1 round with a Will save to negate. The
  frightful energy remains until the orator ceases to orate,
  or until he executes a kireji.
  Feline Proclivities (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, choose a creature within 30 feet.
  Until the orate ceases to orate, or until he executes a
  kireji, that creature falls prone whenever it critically
  fails a saving throw, if standing.
  Glorious Dawn (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, he is healed of 2 points of damage.
  63
  Ultimate Onmyōdō
  Interjection Games
  
  Gnashing Teeth (Su)
  Haiku Component: Topic
  On Cost: 2
  Requires: Bluff 3 ranks
  Effect: At the beginning of each of the orator’s turns,
  choose an unoccupied square adjacent to a creature
  within 30 feet. Until the beginning of the orator’s next
  turn, this square is considered to be occupied by a
  threatening
  creature
  for
  the
  purpose
  of
  allowing
  flanking strikes.
  Hare’s Paranoia (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: The orator’s base land speed is increased by +10
  feet. This is an enhancement bonus.
  Howling in the Woods (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: At the beginning of each of the orator’s turns,
  choose a creature within 30 feet. The subject is deafened
  for 1 round with a Fortitude save to negate.
  Inevitability (Su)
  Haiku Component: Topic
  On Cost: 1
  Requires: Knowledge (nature) or Spellcraft 9 ranks
  Effect:
  The
  subject’s
  other
  topics
  ignore
  energy
  resistance, but not immunity.
  Inviolate (Su)
  Haiku Component: Topic
  On Cost: 1
  Requires: Warrior Poet 3
  Effect: The subject’s other topics that deal damage deal
  an additional point of damage per damage die.
  Kitsune’s Tricks (Ex)
  Haiku Component: Topic
  On Cost: 1
  Effect: The orator gains a +1 luck bonus to Will saving
  throws.
  Lava Along a Mountain’s Face (Su)
  Haiku Component: Topic
  On Cost: 1
  Requires: Warrior Poet 6
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, he produces a 10­foot burst of hot,
  liquid magma centered within 30 feet of his person.
  Creatures that enter the floe or begin their turn in it take
  1d6 points of fire damage. This floe remains until the
  orator ceases to orate, or until he executes a kireji.
  Leaping Frog (Ex)
  Haiku Component: Topic
  On Cost: 1
  Requires: Warrior Poet 3
  Effect: The orator may move 10 feet in a straight line as
  a swift action each round. This movement does not
  provoke attacks of opportunity.
  My Faithful Hound (Ex)
  Haiku Component: Topic
  On Cost: 1
  Effect: The orator has a +4 morale bonus to saving
  throws against fear effects.
  My Grandmother’s Sow (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, he produces a 10­foot burst of
  slippery goo centered within 30 feet of his person, as the
  grease spell. This grease remains until the orator ceases
  to orate, or until he executes a kireji.
  Noonday (Su)
  Haiku Component: Topic
  On Cost: 2
  Requires: Perception 9 ranks
  Effect:
  The
  orator’s
  attacks
  ignore
  non­total
  concealment, and treat total concealment as though it
  were merely concealment.
  Ore to Steel (Su)
  Haiku Component: Topic
  On Cost: 2
  Requires: Craft (any) 6 ranks
  Effect: A spectral copy of any weapon the orator is
  currently wielding appears above his head. Whenever
  the orator rolls maximum damage, minimum damage,
  or has three or more of the damage dice show the same
  number on the base damage dice for one of his wielded
  weapons, the spectral copy lashes out upon the creature
  struck by that attack, automatically hitting and dealing
  force damage equal to the weapon’s base damage dice.
  Plumes of Ash (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, other creatures within 10 feet are
  dazzled for 1d4 rounds. Creatures that are immune to
  fire or have no sense of sight are immune to this topic.
  64
  Bradley Crouch
  The Poetry Book
  
  Rabbit’s Sprint (Su)
  Haiku Component: Topic
  On Cost: 2
  Requires: Warrior Poet 6
  Effect: Whenever the orator is missed by an attack, he
  gains a +1 luck bonus to AC until the beginning of his
  next turn (max +3), or until he is successfully damaged,
  whichever comes first.
  Ripples on the Water (Su)
  Haiku Component: Topic
  On Cost: 1
  Requires: Warrior Poet 6
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, he may choose a willing creature
  within 30 feet. If he does, all other effects of his topic
  that affect himself also affect the chosen creature for 1
  round, or until he executes another kireji.
  Reeds in the Swamp (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, he produces a 10­foot burst of
  tangled reeds slippery goo centered within 30 feet of his
  person. Treat these reeds as difficult terrain. The reeds
  remain until the orator ceases to orate, or until he
  executes a kireji.
  Rocks to Dust (Ex)
  Haiku Component: Topic
  On Cost: 1
  Requires: Warrior Poet 3
  Effect: At the beginning of each of the orator’s turns,
  he gains a time counter. When he executes a kireji, he
  expends all of his time counters, causing the attack
  associated with that kireji, if successful, to deal an
  additional +2 points of damage for each time counter
  expended. All remaining time counters are lost when
  the orator ceases to orate.
  Salmon on Migration (Ex)
  Haiku Component: Topic
  On Cost: 1
  Requires: 3 ranks in a Strength­based skill,
  3 ranks in a Dexterity­based skill,
  3 ranks in a Constitution­based skill
  Effect: Once over the course of his performance, the
  orator may reroll a Strength­based, Dexterity­based, or
  Constitution­based skill check as an immediate action,
  but only before the results of that roll are known.
  Screams on the Wind (Su)
  Haiku Component: Topic
  On Cost: 2
  Requires: Warrior Poet 6
  Effect: All damage dealt by this subject’s other topics is
  maximized.
  Scour the Earth (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: When composing a haiku with this topic, choose
  acid, cold, electricity, fire, or sonic. The orator gains
  resistance 2 against the chosen energy type.
  Special: This topic can be taken multiple times. Each
  time, the resistance granted increases by +2.
  Stress (Ex)
  Haiku Component: Topic
  On Cost: 1
  Requires: Warrior Poet 6
  Effect: If the warrior poet has a haiku containing this
  topic with daily duration remaining, he may grant
  himself a +2 bonus to any initiative roll he is called
  upon to make; however, if he does so, he must begin to
  orate a haiku containing this topic in the first round of
  combat, if possible. Further, when choosing which of
  the haiku’s two subjects to orate first, he must select the
  subject containing this topic.
  Summer’s Heat (Su)
  Haiku Component: Topic
  On Cost: 2
  Requires: Warrior Poet 3
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, he chooses a creature within 30
  feet. That creature takes 1d3 points of fire damage at the
  beginning of each of its turns, and all of the orator’s
  attacks deal an additional point of fire damage to the
  subject. This effect persists for the duration of the
  orator’s performance, or until he executes a kireji.
  Suplexing a Deer (Ex)
  Haiku Component: Topic
  On Cost: 1
  Effect: The orator gains a +1 morale bonus to CMB.
  Special: This topic can be taken multiple times. Each
  time, the morale bonus granted increases by +1.
  Tenjin’s Favorite Plum Tree (Ex)
  Haiku Component: Topic
  On Cost: 1
  Requires: 3 ranks in an Intelligence­based skill,
  3 ranks in a Wisdom­based skill,
  3 ranks in a Charisma­based skill
  Effect: Once over the course of his performance, the
  orator may reroll an Intelligence­based, Wisdom­based,
  or Charisma­based skill check as an immediate action,
  but only before the results of that roll are known.
  65
  Ultimate Onmyōdō
  Interjection Games
  
  That Inexplicable Patch of Ice (Su)
  Haiku Component: Topic
  On Cost: 1
  Requires: Warrior Poet 6
  Effect: Whenever the orator begins to orate, or when he
  executes a kireji, he produces a 10­foot burst of
  supernaturally­cold ice centered within 30 feet of his
  person. Creatures that enter the patch of ice or begin
  their turn in it take 1d6 points of cold damage. This ice
  remains until the orator ceases to orate, or until he
  executes a kireji.
  That Weed That Just Won’t Go Away (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: Whenever the orator ceases to orate a subject
  with this topic because he executed a kireji and switched
  to the other subject, he regains 2 hit points for each
  round he orated the subject containing this topic.
  The Badger, Unbowed (Ex)
  Haiku Component: Topic
  On Cost: 1
  Effect: The orator gains the benefits of the Diehard
  feat.
  The Lone Wolf (Ex)
  Haiku Component: Topic
  On Cost: 1
  Requires: Any teamwork feat
  Effect: At the beginning of each of the orator’s turns, he
  chooses a creature within 30 feet. On a failed Will save,
  the
  target
  creature
  cannot
  use
  or
  participate
  in
  teamwork feats for 1 round.
  The Mantis Hunts (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: The orator has a +1 morale bonus to his attack
  rolls.
  Special: This topic can be taken multiple times. Each
  time, the morale bonus granted increases by +1.
  The Mantis Strikes (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: The orator has a +1 morale bonus to his damage
  rolls.
  Special: This topic can be taken multiple times. Each
  time, the morale bonus granted increases by +1.
  The Mountain’s Bulk (Ex)
  Haiku Component: Topic
  On Cost: 1
  Required: Toughness
  Effect: The orator has DR 1/­.
  The Mountain’s Face (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, he gains temporary hit points equal
  to his Wisdom modifier. These temporary hit points
  persist for the duration of his performance, or until he
  executes another kireji.
  The Way in Which Everything is Scarier at Night (Su)
  Haiku Component: Topic
  On Cost: 1
  Requires: Intimidate 6 ranks
  Effect: All other topics of the subject containing this
  topic have their range increased by +15 feet, gain a +1
  bonus to the Difficulty Class of any saving throws they
  call for, and have the radius of any effects they produce
  increased by +5 feet.
  Thunderclap (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: Whenever the orator ceases to orate a subject
  with this topic because he executed a kireji and switched
  to the other subject, he deals 1d6 points of electricity
  damage to a creature within 30 feet for each round he
  orated the subject containing this topic (max 2d6 per
  orator level). A successful Reflex save halves.
  Waves on the Shore (Su)
  Haiku Component: Topic
  On Cost: 1
  Requires: Warrior Poet 6
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, he may choose a creature within 30
  feet. If he does, all other effects of his topic that affect a
  creature other than himself also affect the chosen
  creature for 1 round, or until he executes another kireji.
  Wildfire (Su)
  Haiku Component: Topic
  On Cost: 1
  Effect: Whenever the orator ceases to orate a subject
  with this topic because he executed a kireji and switched
  to the other subject, he deals 1d6 points of fire damage
  to a creature within 30 feet for each round he orated the
  subject containing this topic (max 2d6 per orator level).
  A successful Reflex save halves the damage.
  Winter’s Coming (Su)
  Haiku Component: Topic
  On Cost: 2
  Requires: Warrior Poet 3
  Effect: Whenever the orator begins to orate, or when
  he executes a kireji, he chooses a creature within 30
  feet. That creature takes 1d3 points of cold damage at
  the beginning of each of its turns with a Fortitude save
  to negate, and all of the orator’s attacks deal an
  additional point of cold damage to the subject.
  66
  Bradley Crouch
  The Poetry Book
  
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  Bradley Crouch.
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  67
  Ultimate Onmyōdō
  Interjection Games
  
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