TEJINAJI (Magician)

A wizard who uses the arcane domain system is known as a Tejinaji, or Magician. They select a specific arcane domain of spells, much like a Bokushi selects a pair of domains associated with his sect. A Tejinaji cannot also be a specialist; in exchange for the versatility given up by specializing in a domain instead of an entire school, the Tejinaji casts her chosen spells with increased power.

Some of the arcane domains described below have the same name as a divine domain. Regardless of any apparent similarity, these domains have no connection to one another.

DOMAIN-LEVEL INFORMATION

RP Collection: Tejinaji collect RP from the following holding types at the following rates:

-          Province: Full

-          Law: Half

-          Source: Full

 

Class Action: Research or Rule Source.

 

CHARACTER-LEVEL INFORMATION

Alignment: Any.

 

Hit Die: d4.

 

Class Skills: The Tejinaji’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

 

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

 

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

 

TABLE: THE Tejinaji

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Summon familiar,  Scribe Scroll

3

1

2nd

+1

+0

+0

+3

 

4

2

3rd

+1

+1

+1

+3

 

4

2

1

4th

+2

+1

+1

+4

 

4

3

2

5th

+2

+1

+1

+4

Bonus feat

4

3

2

1

6th

+3

+2

+2

+5

 

4

3

3

2

7th

+3

+2

+2

+5

 

4

4

3

2

1

8th

+4

+2

+2

+6

 

4

4

3

3

2

9th

+4

+3

+3

+6

 

4

4

4

3

2

1

10th

+5

+3

+3

+7

Bonus feat

4

4

4

3

3

2

11th

+5

+3

+3

+7

 

4

4

4

4

3

2

1

12th

+6/+1

+4

+4

+8

 

4

4

4

4

3

3

2

13th

+6/+1

+4

+4

+8

 

4

4

4

4

4

3

2

1

14th

+7/+2

+4

+4

+9

 

4

4

4

4

4

3

3

2

15th

+7/+2

+5

+5

+9

Bonus feat

4

4

4

4

4

4

3

2

1

16th

+8/+3

+5

+5

+10

 

4

4

4

4

4

4

3

3

2

17th

+8/+3

+5

+5

+10

 

4

4

4

4

4

4

4

3

2

1

18th

+9/+4

+6

+6

+11

 

4

4

4

4

4

4

4

3

3

2

19th

+9/+4

+6

+6

+11

 

4

4

4

4

4

4

4

4

3

3

20th

+10/+5

+6

+6

+12

Bonus feat

4

4

4

4

4

4

4

4

4

4

 

Class Features

All of the following are class features of the Tejinaji.

Weapon and Armour Proficiency: Tejinajis are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armour, tessen or tate. Armour of any type interferes with a Tejinaji’s movements, which can cause her spells with somatic components to fail.

Arcane Spells and Armour

Tejinajis do not know how to wear armour effectively.

If desired, they can wear armour anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armour (with the various Armour Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armour proficiency. Even if a Tejinaji or sorcerer is wearing armour with which he or she is proficient, however, it might still interfere with spellcasting.

Armour restricts the complicated gestures that a Tejinajis or sorcerer must make while casting any spell that has a somatic component (most do). The armour and shield descriptions list the arcane spell failure chance for different armours and shields.

By contrast, bards not only know how to wear light armour effectively, but they can also ignore the arcane spell failure chance for such armour. A bard wearing armour heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armour.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armour. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armour without risking arcane spell failure.

 

Spells: A Tejinaji casts arcane spells which are drawn from the arcane caster spell list. A Tejinaji must choose and prepare her spells ahead of time (see below).

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

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

Unlike a Reijin or Yaoren, a Tejinaji may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Tejinaji decides which spells to prepare.

Spellcasting

A Tejinaji prepares and casts spells like a normal wizard. However, a Tejinaji gains one bonus spell per spell level, which must be filled with the spell from that level of the domain spell list (or with a lower-level domain spell that has been altered with a metamagic feat).

Spellbooks

A Tejinaji must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for Read Magic, which all Tejinajis can prepare from memory.

A Tejinaji begins play with a spellbook containing all 0-level Tejinaji spells, the 1st-level domain spell, plus three 1st-level spells of your choice. For each point of Intelligence bonus the Tejinaji has, the spellbook holds one additional 1st-level spell of your choice. At each new Tejinaji level, she gains the domain spell of the appropriate level (if applicable) and two new spells of any spell level or levels that she can cast (based on her new Tejinaji level) for her spellbook. At any time, a Tejinaji can also add spells found in other Tejinajis’ spellbooks to her own.

Arcane Domain

A Tejinaji selects a specific arcane domain of spells, much like a bokushi selects a pair of domains associated with his deity. A Tejinaji cannot also be a specialist Tejinaji; in exchange for the versatility given up by specializing in a domain instead of an entire school, the Tejinaji casts her chosen spells with increased power.

Note: Some of the arcane domains described below have the same name as a divine domain. Regardless of any apparent similarity, these domains have no connection to one another.

At 1st level, a Tejinaji selects an arcane domain from those listed below. (At the game master's discretion, the player might create an alternatively themed domain instead.) Once selected, the domain may never be changed.

A Tejinaji automatically adds each new domain spell to her list of known spells as soon as she becomes able to cast it. These spells do not count against her two new spells known per Tejinaji level.

A Tejinaji casts spells from her chosen domain (regardless of whether the spell was prepared as a domain spell or a normal spell) as a caster one level higher than her normal level. This bonus applies only to the spells listed for the domain, not all spells of the school or subtype whose name matches the domain name.

In some cases, an arcane domain includes spells not normally on the Tejinaji's class spell list. These spells are treated as being on the character's class spell list (and thus she can use wands or arcane scrolls that hold those spells, or even prepare those spells in her normal Tejinaji spell slots).

Abjuration Domain   Antimagic Domain   Battle Domain
- 0-Lvl:  Resistance   - 0-Lvl: Detect Magic   - 0-Lvl: Daze
- 1st: Shield   - 1st: Protection From Chaos/Evil/Good/Law   -  1st: True Strike
- 2nd: Resist Energy   - 2nd: Obscure Object   - 2nd: Protection From Arrows
- 3rd: Dispel Magic   - 3rd: Dispel Magic   - 3rd: Greater Magic Weapon
- 4th: Remove Curse   - 4th: Minor Globe of Invulnerability   - 4th: Fire Shield
- 5th: Mage's Private Sanctum   - 5th: Break Enchantment   - 5th: Interposing Hand
- 6th: Greater Dispel Magic   - 6th: Antimagic Field   - 6th: Transformation
- 7th: Banishment   - 7th: Spell Turning   - 7th: Power Word Blind
- 8th: Mind Blank   - 8th Protection From Spells   - 8th: Moment of Prescience
- 9th: Prismatic Sphere.   - 9th: Mage's Disjunction   - 9th: Time Stop
               
Cold Domain   Conjuration Domain   Divination Domain
- 0-Lvl: Ray of Frost   - 0-Lvl: Acid Splash   - 0-Lvl: Detect Magic
- 1st: Chill Touch   - 1st: Mage Armor   - 1st: Detect Secret Doors
- 2nd: Chill Metal (As 2nd-Level Druid Spell)   - 2nd: Web   - 2nd: See Invisibility
- 3rd: Sleet Storm   - 3rd: Stinking Cloud   - 3rd: Arcane Sight
- 4th: Wall of Ice   - 4th: Summon Monster IV   - 4th: Arcane Eye
- 5th: Cone of Cold   - 5th: Wall of Stone   - 5th: Prying Eyes
- 6th: Freezing Sphere   - 6th: Acid Fog   - 6th: True Seeing
- 7th: Delayed Blast Frostball (as Delayed Blast Fireball, but deals cold damage instead of fire damage)   - 7th: Summon Monster VII   - 7th: Greater Arcane Sight
- 8th: Polar Ray   - 8th: Maze   - 8th: Discern Location
- 9th: Comet Swarm (as Meteor Swarm, but deals cold damage instead of fire damage)   - 9th: Gate   - 9th: Foresight
               
Enchantment Domain   Evocation Domain   Fire Domain
- 0-Lvl: Daze   - 0-Lvl: Light   - 0-Lvl: Flare
- 1st: Charm Person   - 1st: Magic Missile   - 1st: Burning Hands
- 2nd: Hideous Laughter   - 2nd: Flaming Sphere   - 2nd: Scorching Ray
- 3rd: Suggestion   - 3rd: Lightning Bolt   - 3rd: Fireball
- 4th: Confusion   - 4th: Shout   - 4th: Wall of Fire
- 5th: Hold Monster   - 5th: Wall of Force   - 5th: Cone of Fire (As Cone of Cold, but deals fire damage instead of cold damage)
- 6th: Greater Heroism   - 6th: Forceful Hand   - 6th: Summon Monster VI (Fire creatures only)
- 7th: Insanity   - 7th: Mage's Sword   - 7th: Delayed Blast Fireball
- 8th: Mass Charm Monster   - 8th: Telekinetic Sphere   - 8th: Incendiary Cloud
- 9th: Dominate Monster   - 9th: Crushing Hand   - 9th: Meteor Swarm
               
Illusion Domain   Necromancy Domain   Storm Domain
- 0-Lvl: Ghost Sound   - 0-Lvl: Disrupt Undead   - 0-Lvl: Ray of Frost
- 1st: Disguise Self   - 1st: Ray of Enfeeblement   - 1st: Obscuring Mist (As 1st-Level Cleric Spell)
- 2nd: Invisibility   - 2nd: False Life   - 2nd: Gust of Wind
- 3rd: Major Image   - 3rd: Vampiric Touch   - 3rd: Lightning Bolt
- 4th: Phantasmal Killer   - 4th: Fear   - 4th: Ice Storm
- 5th: Shadow Evocation   - 5th: Waves of Fatigue   - 5th: Control Winds (As 5th-Level Druid Spell)
- 6th: Mislead   - 6th: Circle of Death   - 6th: Chain Lightning
- 7th: Mass Invisibility   - 7th: Control Undead   - 7th: Control Weather
- 8th: Scintillating Pattern   - 8th: Horrid Wilting   - 8th: Whirlwind (As 8th-Level Druid Spell)
- 9th: Shades   - 9th: Energy Drain   - 9th: Storm of Vengeance (As 9th-Level Cleric Spell)
               
Transmutation Domain            
- 0-Lvl: Mage Hand            
- 1st: Expeditious Retreat            
- 2nd: Levitate            
- 3rd: Haste            
- 4th: Polymorph            
- 5th: Baleful Polymorph            
- 6th: Disintegrate            
- 7th: Reverse Gravity            
- 8th: Iron Body            
- 9th: Shapechange            

 

 Bonus Languages: A Tejinaji may substitute Nankaina-go (Arcane Tongue)  for one of the bonus languages available to the character because of her race.

 

Familiar: A Tejinaji can obtain a familiar (see below). 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 Tejinaji chooses the kind of familiar he gets. As the Tejinaji 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.

 

Scribe Scroll: At 1st level, a Tejinaji gains Scribe Scroll as a bonus feat.

 

Bonus Feats: At 5th, 10th, 15th, and 20th level, a Tejinaji gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The Tejinaji must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Tejinaji is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

  

FAMILIARS

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by an arcane spellcaster. 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 Domain Wizard class variant from Unearthed Arcana.