MEIJIN (Adept)

 

    Meijin fulfil many roles in Zaidanese society: local village healers, tenders of small shrines, sinister witches, reclusive hermits, devotees of minor local Kami, wise women, and wandering hedge wizards. They are greatly feared and respected by the common people and often hold more sway than the local village headmen.

 

DOMAIN-LEVEL INFORMATION

RP Collection: Meijin collect RP from the following holding types at the indicated rates:

-          Province: Full

-          Temple: Half

-          Source: Half

 

Class Action: Research

 

CHARACTER-LEVEL INFORMATION

Alignment: Any

 

Status: Low (Taking levels of Meijin is a Minor Dishonourable Deed for High Status characters).

 

Hit Die: d6.

 

Class Skills: The Meijin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

 

Skill Points at 1st Level: (2 + Int modifier) x4.

 

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

 

TABLE: THE MEIJIN

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

0

1st

2nd

3rd

4th

5th

1st

+0

+0

+0

+2

Bonus Feat 

3

1

2nd

+1

+0

+0

+3

Summon familiar

3

1

3rd

+1

+1

+1

+3

 

3

2

4th

+2

+1

+1

+4

 

3

2

0

5th

+2

+1

+1

+4

 

3

2

1

6th

+3

+2

+2

+5

 

3

2

1

7th

+3

+2

+2

+5

 

3

3

2

8th

+4

+2

+2

+6

 

3

3

2

0

9th

+4

+3

+3

+6

 

3

3

2

1

10th

+5

+3

+3

+7

Bonus Feat

3

3

2

1

11th

+5

+3

+3

+7

 

3

3

3

2

12th

+6/+1

+4

+4

+8

 

3

3

3

2

0

13th

+6/+1

+4

+4

+8

 

3

3

3

2

1

14th

+7/+2

+4

+4

+9

 

3

3

3

2

1

15th

+7/+2

+5

+5

+9

 

3

3

3

3

2

16th

+8/+3

+5

+5

+10

 

3

3

3

3

2

0

17th

+8/+3

+5

+5

+10

 

3

3

3

3

2

1

18th

+9/+4

+6

+6

+11

 

3

3

3

3

2

1

19th

+9/+4

+6

+6

+11

 

3

3

3

3

3

2

20th

+10/+5

+6

+6

+12

Bonus Feat

3

3

3

3

3

2

 

Class Features

All of the following are class features of the Meijin class.

Weapon and Armour Proficiency: Meijins are skilled with all simple weapons. Meijins are not proficient with any type of armour or with tessen.

 

Spells: A Meijin casts divine spells which are drawn from the Meijin spell list. Like a cleric, a Meijin must choose and prepare her spells in advance. Unlike a cleric, a Meijin cannot spontaneously cast cure or inflict spells.

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

    Meijins, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each Meijin must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a Meijin can prepare spells.

    Like other spellcasters, a Meijin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Meijin. In addition, she receives bonus spells per day if she has a high Wisdom score.

    When Table: The Meijin indicates that the Meijin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

    Each Meijin has a particular holy symbol (as a divine focus) depending on the Meijin’s magical tradition.

 

Bonus Feats: The Meijin gets one bonus feat at 1st level, one at 10th level, and another one at 20th level.

 

Summon Familiar: At 2nd level, a Meijin can call a familiar, just as arcane spelldacters can. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

     The Meijin chooses the kind of familiar he gets. As the Meijin advances in level, his familiar also increases in power.

     If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

    A character with more than one class that grants a familiar may have only one familiar at a time.

    See the information on Familiars below for details.

 

FAMILIARS

    A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or Wu-Jen. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

    A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

    Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Familiar

Special

Bat

Master gains a +3 bonus on Listen checks

Cat

Master gains a +3 bonus on Move Silently checks

Hawk

Master gains a +3 bonus on Spot checks in bright light

Lizard

Master gains a +3 bonus on Climb checks

Owl

Master gains a +3 bonus on Spot checks in shadows

Rat

Master gains a +2 bonus on Fortitude saves

Raven1

Master gains a +3 bonus on Appraise checks

Snake2

Master gains a +3 bonus on Bluff checks

Toad

Master gains +3 hit points

Weasel

Master gains a +2 bonus on Reflex saves

        1. A raven familiar can speak one language of its master’s choice as a supernatural ability.

        2. Tiny viper.

 

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

-          Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

-          Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

-          Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

-          Damage: Damage equals that of a normal creature of the familiar’s kind.

-          Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

 

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Master Class Level

Natural

Armour Adj.

Int

Special

1st–2nd

+1

6

Alertness, improved evasion, share spells, empathic link

3rd–4th

+2

7

Deliver touch spells

5th–6th

+3

8

Speak with master

7th–8th

+4

9

Speak with animals of its kind

9th–10th

+5

10

11th–12th

+6

11

Spell resistance

13th–14th

+7

12

Scry on familiar

15th–16th

+8

13

17th–18th

+9

14

19th–20th

+10

15

Natural Armour Adj.: The number noted here is an improvement to the familiar’s existing natural armour bonus.

 

Int: The familiar’s Intelligence score.

 

Special Abilities: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

-          Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

-          Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

-          Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

-          Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

-          Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

-          Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

-          Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

-          Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

-          Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

 

Based on the Adept NPC class from The Player's Handbook.