BOKUSHI (Cleric)

 

    Most Bokushi join their sects as young adults, though some are devoted to a sect’s service from a young age, and a few feel the call later in life. While some Bokushi are tightly bound to their sect’s activities on a daily basis, others have more freedom to conduct their lives as they please, as long as they do so in accordance with their sect’s teachings.

    Ideally, a Bokushi’s actions support his sect’s causes, at least in a general way. A good Bokushi, for example, helps those in need – they heal, protect, and avenge. If, through noble acts, he can improve the reputation of his sect or shrine, that’s even better. An evil Bokushi seeks to increase his own power and that of his sect, through whatever means, even going so far as to pillage, destroy and sabotage, so that others will respect and fear both. Of course, Bokushi are people, too, and they may have any or all the more common motivations for their actions, so if a Bokushi uses his power to improve his own lot, that’s to be expected, too.

    While each sect allows a range of alignments, as people more readily worship good than neutral or evil, there are more good than evil Bokushi. Bokushi also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train Bokushi than chaotic ones.

    Bokushi of a given sect are all supposed to get along, though schisms within a sect are often more bitter than conflicts between sects. Bokushi who share some basic ideals, such as goodness or lawfulness, may find common cause with each other and see themselves as part of an order or body that supersedes any given sect. Bokushi of opposed goals, however, are sworn enemies, though in civilized lands such as Zaidan, open warfare between sects occurs only during civil wars and similar social upheavals, but vicious politicking between opposed sects is common. Bokushi sometimes clash with Shaman, since Shaman represent an older, more primal relationship between the mortal and the divine.

    Bokushi have some combat training. They can use simple weapons, and they are trained in the use of armour, since armour does not interfere with divine spells the way it does with arcane spells. He can hold his own in a fight but usually isn’t well served by charging to the front of combat.

    What Bokushi are, however, is masters of divine magic, which is especially good at healing. Even an inexperienced Bokushi can bring people back from the brink of death, and an experienced Bokushi can bring back people who have crossed over that brink. Thus the Bokushi usually serves as a typical group’s primary healer, diviner, and defensive specialist. The Bokushi’s domains and spell selection can greatly affect his role as well.

    As channelers of divine energy, Bokushi can affect undead creatures. A good Bokushi can turn away or even destroy undead; an evil Bokushi can bring undead under his control.

    See the following article for more details regarding the unique nature of  the Zaidanese religion.

 

DOMAIN LEVEL INFORMATION

RP Collection: Bokushi collect RP from the following types of holdings.

-          Province: Full

-          Law: Half

-          Manor: Half

-     Temple: Full

 

Class Action: Agitate or Rule Holding: Temple

 

CHARACTER LEVEL INFORMATION

Alignment: A Bokushi’s alignment is dictated by the sect of which he is a devotee. The sects and their allowed alignments are as follows:

-          Atosaki (Beginning & End): LG/LN/N/CN/CE

-          Jotsugi (Above and below): N

-          Enkaichi (Sea & Land): LG/LN/LE/CG/CN/CE

-          Hiyoru (Day & Night): LG/LE/NG/NE/CG/CE

-          Shitanjo (Death & Birth): Any

-          Uryotsubu (Rain & Rice): LG/LN/NG/N/CG/CN

Note: The Kiishi (Wood & Stone) sect is not listed as its priests are Shaman rather than Bokushi.

 

Status: Neither.

 

Hit Die: d8.

 

Class Skills: The Bokushi’s class skills (and the key ability for each skill) are Administrate (Wis), Concentration (Con), Craft (Int), Diplomatic (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (spirits) (Int), Lead (Cha), Profession (Wis), and Spellcraft (Int).

 

Domains and Class Skills: A Bokushi who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the Bokushi class skills listed above. A Bokushi who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A Bokushi who chooses the Travel domain adds Survival (Wis) to the list. A Bokushi who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Sect, Domains, and Domain Spells, below, for more information.

 

Skill Points at 1st Level: (2 + Int modifier) x4.

 

Skill Points at Each Additional Level: 2 + Int modifier.

 

TABLE: THE Bokushi

Level

Base

Attack Bonus

Fort

Save

Ref Save

Will Save

Special

Spells per Day1

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+2

+0

+2

Aura, Turn or rebuke undead

3

1+1

2nd

+1

+3

+0

+3

 

4

2+1

3rd

+2

+3

+1

+3

 

4

2+1

1+1

4th

+3

+4

+1

+4

 

5

3+1

2+1

5th

+3

+4

+1

+4

 

5

3+1

2+1

1+1

6th

+4

+5

+2

+5

 

5

3+1

3+1

2+1

7th

+5

+5

+2

+5

 

6

4+1

3+1

2+1

1+1

8th

+6/+1

+6

+2

+6

 

6

4+1

3+1

3+1

2+1

9th

+6/+1

+6

+3

+6

 

6

4+1

4+1

3+1

2+1

1+1

10th

+7/+2

+7

+3

+7

 

6

4+1

4+1

3+1

3+1

2+1

11th

+8/+3

+7

+3

+7

 

6

5+1

4+1

4+1

3+1

2+1

1+1

12th

+9/+4

+8

+4

+8

 

6

5+1

4+1

4+1

3+1

3+1

2+1

13th

+9/+4

+8

+4

+8

 

6

5+1

5+1

4+1

4+1

3+1

2+1

1+1

14th

+10/+5

+9

+4

+9

 

6

5+1

5+1

4+1

4+1

3+1

3+1

2+1

15th

+11/+6/+1

+9

+5

+9

 

6

5+1

5+1

5+1

4+1

4+1

3+1

2+1

1+1

16th

+12/+7/+2

+10

+5

+10

 

6

5+1

5+1

5+1

4+1

4+1

3+1

3+1

2+1

17th

+12/+7/+2

+10

+5

+10

 

6

5+1

5+1

5+1

5+1

4+1

4+1

3+1

2+1

1+1

18th

+13/+8/+3

+11

+6

+11

 

6

5+1

5+1

5+1

5+1

4+1

4+1

3+1

3+1

2+1

19th

+14/+9/+4

+11

+6

+11

 

6

5+1

5+1

5+1

5+1

5+1

4+1

4+1

3+1

3+1

20th

+15/+10/+5

+12

+6

+12

 

6

5+1

5+1

5+1

5+1

5+1

4+1

4+1

4+1

4+1

1. In addition to the stated number of spells per day for 1st- through 9th-level spells, a Bokushi gets a domain spell for each spell level, starting at 1st.

The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the Bokushi may receive for having a high Wisdom score.

 

Class Features

All of the following are class features of the Bokushi.

Weapon and Armor Proficiency: Bokushi are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with tessen.

A Bokushi who chooses the War domain receives the Weapon Focus feat related to his sect’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

 

Aura (Ex): A Bokushi of a chaotic, evil, good, or lawful sect has a particularly powerful aura corresponding to the sect’s alignment (see the detect evil spell for details). Bokushi who don’t worship a specific sect but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

 

Spells: A Bokushi casts divine spells, which are drawn from the Bokushi spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Bokushi must choose and prepare his spells in advance (see below).

    To prepare or cast a spell, a Bokushi must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Bokushi’s spell is 10 + the spell level + the Bokushi’s Wisdom modifier.

    Like other spellcasters, a Bokushi can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bokushi. In addition, he receives bonus spells per day if he has a high Wisdom score. A Bokushi also gets one domain spell of each spell level he can cast, starting at 1st level. When a Bokushi prepares a spell in a domain spell slot, it must come from one of his two domains (see Sects, Domains, and Domain Spells, below).

    Bokushi meditate or pray for their spells. Each Bokushi must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Bokushi can prepare spells. A Bokushi may prepare and cast any spell on the Bokushi spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Sects, Domains, and Domain Spells

    A Bokushi’s sect influences his alignment, what magic he can perform, his values, and how others see him. A Bokushi chooses two domains from among those belonging to his sect. A Bokushi can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

    Each domain gives the Bokushi access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Bokushi gets the granted powers of both the domains selected.

    With access to two domain spells at a given spell level, a Bokushi prepares one or the other each day in his domain spell slot. If a domain spell is not on the Bokushi spell list, a Bokushi can prepare it only in his domain spell slot.

Spontaneous Casting

    A Bokushi can convert stored spell energy into the spells of one of your domains. Pick one of your two domains. You can “lose” any prepared spell (other than a domain spell) to cast any spell of the same level or lower on that domain list. Your choice is permanent unless an alignment change, deity change, or other dramatic event leaves you incapable of accessing the domain.

    In addition, when preparing spells you can choose to fill any or all of your domain spell slots with either cure or inflict spells. A good Bokushi (or a neutral Bokushi of a good sect) can substitute any domain spell for any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

    An evil Bokushi (or a neutral Bokushi of an evil sect), can’t substitute domain spells to cure spells but can substitute them to inflict spells (an inflict spell is one with “inflict” in its name).

    A Bokushi who is neither good nor evil and whose sect is neither good nor evil can substitute domain spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the Bokushi turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells

    A Bokushi can’t cast spells of an alignment opposed to his own or his sect’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

 

Turn or Rebuke Undead (Su): Any Bokushi, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

    A good Bokushi (or a neutral Bokushi who worships a good sect) can turn or destroy undead creatures. An evil Bokushi (or a neutral Bokushi who worships an evil sect) instead rebukes or commands such creatures. A neutral Bokushi of a neutral sect must choose whether his turning ability functions as that of a good Bokushi or an evil Bokushi. Once this choice is made, it cannot be reversed. This decision also determines whether the Bokushi can cast spontaneous cure or inflict spells (see above).

    A Bokushi may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Bokushi with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

 

Bonus Languages: A Bokushi’s bonus language options include Tenno-go (Celestial), Shinkai-go (Abyssal), and Jigoku-go (Infernal) - the languages of good, chaotic evil, and lawful evil outsiders, respectively. These choices are in addition to the bonus languages available to the character because of his race.

 

Ex-Bokushi

    A Bokushi who grossly violates the code of conduct required by his sect loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a Bokushi of that sect until he atones (see the atonement spell description).

 

Based on Cleric from the Player's Handbook and Shaman from Oriental Adventures.