Spellcasting and Other Classes for Tian Xia


General Discussion (Prerelease)

Liberty's Edge Contributor

I know that it will be some time before Tian Xia receives "the Pathfinder treatment" but a friend and I are building the tools for an Asian-style campaign set in the lands beyond the Inner Sea region. My intention is to play a Wu Jen type of character.

Thanks to my nearly complete collection of pre-4.0 WotC books, I have the majority of the classes that were originally found in the 3.0 Oriental Adventures book. Since Pathfinder is 3.5-friendly, I should be able to simply lift the updated Wu Jen class from Complete Arcane.

However, I would prefer to create a Pathfinder/OGL-friendly version of this class.

First, I should ask if there are already OGL versions of the OA-type classes out there that are Pathfinder-friendly? If so, where can they be found?

Second, here's my idea:

I want to use the inspiration of the Wu Jen and Pathfinderize it using the wizard as a starting template. Instead of using arcane schools to grant bonus spells and powers, I would use the classical five elements theory to divide up the Pathfinder/OGL spells and grant "school powers", using the following traditional Chinese interpretations of the five elements...I guess I also need to work out an equivalent to the "universalist" school for those casters who do not want to specialize in a certain element.

tradition wrote:

There are five elements: fire, wood, earth, water, and metal. Each represents aspects of magic.

Fire is passion, and is associated with energy, and with love. The colors representing fire are red, orange, bright yellow, purple and pink.

Wood influences health and vitality, as well as creativity and intuition. Wood's colors are green and brown, colors often associated with earth tones.

Earth is a centering element, representing the center or “heart” of things. Earth as an element promotes balance, strength, and stability. Generally, earth is represented by light beige tones and light yellow.

The element of metal is associated with mental acuity, focus and clarity. Represented by the colors white and gray and, of course, metallic colors.
The element of water influences spirituality and emotions. Water is also associated with wisdom, contemplation, and intuition. The color blue, ranging from pastel to deep jewel tones and the color black represent water.

At this point, I'm not sure whether I'm asking for ideas/help or whether I just wanted to share. However, given the creativity and good game design sense I've seen from some of the board's members, I think feedback from you guys could be immensely helpful.

Cheers!
Paris

Sovereign Court

Use the wizard and develop 5 new elemental "schools" for them to specialize in.

I have always been more of a fan of doing OA characters as fighter, barbarian, ranger, rogue etc. Similar to the bastard sword doubling as a katana, the fighter can double as a samurai, the paladin a sohei, the wizard a wujen, cleric- shugenja, etc.

Liberty's Edge Contributor

Thanks for the advice, A T. That's pretty much what I'm planning on doing.

I'm trying to avoid creating new spells or using non-OGL spells for a Chinese 5-elements-based wizard to use, so I've tried putting some of the Pathfinder spells into elemental categories. I've based my decision on application of Five Elements Theory, which may not seem obvious to those who haven't done much reading about the theory. For example, Cause Fear is a perfect "water" spell because water is associated with fear (and the kidneys) in Traditional Chinese Medicine.

My idea is to allow either a specialist in schools for all 20 levels or for a the caster to get access to an element at 1st, 5th, 9th, 13th, and 17th levels, which would also grant a special, element-based power. This is very much a rough draft of an idea.

Anyway, here are the cantrips and the 1st level spells, so far. I realize that there are problems with balance at present. Although each element gets about the same number of spells, some elements' spells might not be considered to be more useful than others.

Spoiler:
SORCERER /WIZARD SPELLS
0-Level Sorcerer/Wizard Spells (Cantrips)
Aburation
(Earth) Resistance: Subject gains +1 on saving throws.
Conjuration
(Earth) Acid Splash: Orb deals 1d3 acid damage.
Divination
(Water) Detect Poison: Detects poison in one creature or small object.
(All) Detect Magic: Detects spells and magic items within 60 ft.
(All) Read Magic: Read scrolls and spellbooks.
Enchantment
(Metal) Daze: Humanoid creature of 4 HD or less loses next action.
Evocation
(Fire) Dancing Lights: Creates torches or other lights.
(Fire) Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
(Water) Ray of Frost: Ray deals 1d3 cold damage.
Illusion
(Metal) Ghost Sound: Figment sounds.
Necromancy
(Wood) Disrupt Undead: Deals 1d6 damage to one undead.
(Wood) Touch of Fatigue: Touch attack fatigues target.
Transmutation
(All) Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Universal
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells
Aburation
Alarm: Wards an area for 2 hours/level.
(All) Endure Elements: Exist comfortably in hot or cold ronments.
(Wood) Hold Portal: Holds door shut. (Wood)
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
(Earth) Grease: Makes 10-ft. square or one object slippery. (Earth)
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
(Water) Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Divination
(Metal) Comprehend Languages: You understand all spoken and written languages.
(Water) Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify: Determines properties of magic item.
(Metal) True Strike: +20 on your next attack roll. (Metal)
Enchantment
(Fire) Charm Person: Makes one person your friend.
(Water) Hypnotism: Fascinates 2d4 HD of creatures. (Water)
Sleep: Puts 4 HD of creatures into magical slumber.
Evocation
(Fire) Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5).
(All) Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). (All)
Illusion
(Fire) Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
(All) Magic AuraS: Alters object’s magic aura.
(Metal) Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min/level.
Necromancy
(Water) Cause Fear: One creature of 5 HD or less f lees for 1d4 rounds.
(Water) Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
(Wood) Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Transmutation
(Wood) Animate RopeS: Makes a rope move at your command.
(Earth) Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
(Metal) Expeditious Retreat: Your speed increases by 30 ft.
(All) Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Acrobatics checks.
Magic Weapon: Weapon gains +1 bonus.
(Earth) Reduce Person: Humanoid creature halves in size.

Liberty's Edge Contributor

Okay...this is too hard. I've decided to go a completely different route with this.

I will instead focus on the Sorcerer with the Elemental Bloodline. I intend to use a modified version of the Battle Sorcerer from the SRD Variant rules (d8 Hit die; cleric BAB progression; bluff still a class skill; no armor proficiency or armored casting; normal number of spells).

For the elemental bloodline, instead of the 4-element stuff, I'll use the following:

Fire Energy: Fire Elemental Movement: +30 base
Earth Energy: Acid Elemental Movement: Burrow 30 feet
Water Energy: Cold Elemental Movement: Swim 30 feet
Metal Energy: Electricity Elemental Movement: Fly 30 feet
Wood Energy: Positive Elemental Movement: Climb 30 feet

Also, for Wood, the energy resistance granted would be against negative energy, not positive.

I will also be creating a feat that allows the sorcerer to gain access to additional elements each time the feat is taken.

Dark Archive

While you could *also* go with the Sorcerous Bloodline option, I'm mostly going to address the Wizardly Wu Jen idea.

Based off of your original idea, using the Wizard with Earth, Fire, Metal, Water and Wood 'specializations,' it might be easiest to just take the Wu Jen list (either from Complete Arcane or even looking at the 1st and / or 3rd edition OA ones for ideas) and delineate certain spells as E/F/M/W/Wood.

If any of the specialty schools end up 'light' (as Wood surely will, compared to Fire), pillage from the Druid or Cleric lists as necessary, just as 3e Clerics lifted from Druid or Sor/Wiz lists to round out their own Domains.

As for the class powers, each should start with something minor, the Fire specialist being able to make a weak variant of Produce Flame (only 1d3 damage, but throwable every round and shedding light as a torch while not burning the caster's hand), for instance, and including an appropriate energy resistance that scales. A Wu Jen who bends the way of Fire might have Fire Resistance of 1 / level. A Wu Jen who chooses to be like Metal, might gain Damage Reduction against metal weapons equal to 1 / 4 class levels. Someone who chooses Wood might also get Damage Reduction, but against wood, bone and flesh (but not stone or metal), equal to 1 / 4 class levels (making him invulnerable to the deadly house cat at 1st level!).

Taking a look at Monte Cooks Arcana Unearthed, you might find some inspiring Metal and Wood class powers from the Iron Witch and the Wood Witch. (The Iron Witch, for example, can create a blade of metal, with which she's automatically proficient, and it might get better / tougher as she does, becoming first Masterwork, and then magical, as she increases in level. The Wood Witch might be able to fling thorns from his body in all directions, on the other hand, or conjure spears of wood, or shape wood with a word and a gentle twist.)

A fairly standard Earth power would be pass without trace or the ability to treat broken or rough terrain as normal terrain, allowing them to move at full speed through sand or shifting gravel or on an uneven slope. They might even have a bonus to Balance or Climb checks on earth or stone surfaces.

Water powers almost always include the standard 'Swim' powers from the Monster Manual (take 10 on swim checks even in difficult situations, use the Run action while swimming in a straight line, +X racial bonus to Swim checks) and either Hold Breath (4x Con rounds underwater) or full on Water Breathing at the higher levels, as well as the ability to fight / see unhindered underwater. A much lesser 'Water' power might be a permanant Prestidigitation-like effect that prevents them from getting wet, unless they are fully submerged, or protects their gear from water damage even if they are fully submerged. A 'Water Step' power might allow them to walk at full move without Balance checks needed on icy terrain or through deep snow (like Legolas in Lord of the Rings, running lightly atop the snow), and perhaps even to dash quickly across open water for a single round (must begin and end movement on solid ground, or they will sink immediately, but can take a Run action and move up to a quadruple move!).

3e 'traditionally' associated Earth with Acid, Air with Lightning, Water with Cold and Fire with Fire, but there's nothing that says you have to do this. You might choose to give the Earth specialist resistance to Lightning, as it grounds through him (or DR vs. Bludgeoning, as he absorbs impacts, but remains vulnerable to axes and picks), while the Water specialist has resistance to Acid instead of Cold (or both!).

The main quibble won't be looking for suitable powers, since the books are full of them, from Elemental-themed Reserve feats to the special abilities and qualities of actual Elementals (and other elemental-based Outsiders, such as Mephits, Azer, Magmin and Genies) to magic items (imagine a Water specialist having the ability to fire a jet of water like a Decanter of Endless Water*!).

*Although I'd have the water evaporate / drain away within a minute, just to prevent the old, 'I provide the desert city's water needs with my class ability.'

[Note: I had this all written up, went to hit Submit Post and thought, 'I'd better Copy this, just in case.' Sure enough, I got Logged Out again and it would have been lost! Whoo! For once, I don't have to retype everything!]

Liberty's Edge Contributor

Thanks for the advice, Set! This is all great stuff. Ultimately, I decided to go ahead and create a "new" class in order to fit the vision I had for the character. As the campaign I'm playing in will be small group- or solo-style, I had a little leeway in doing my own thing. I had the following thoughts in creating the design:

1) I realized that I really wanted something that combined arcane ability with "martial arts" prowess.

2) I didn't want to have to focus on a single element. The Five Elements Theory is a holistic approach. A "True Master" wouldn't focus on just one element.

I was already familiar with the Battle Sorcerer variant and decided to modify it for my purposes. I gave up the armored casting of the SRD Battle Sorcerer, but kept the monk/cleric BAB progression. I removed one spell from the spells per day and spells known progression, but gave the class the monk's Unarmed Strike ability.

I based the elemental powers on the Beta's sorcerer bloodline, but created the "Extra Element" feat, which allows a character to gain access to additional elements over time without dictating the order in which they are gained. In doing so, I had to modify some of the elemental bloodline powers, stating that the character can only benefit from one elemental attunement at a time. Changing elemental attunement requires a full-round action.

I didn't codify the elements associated with any spells because it's too tall of an order for my schedule, right now. The problem is that I don't want to use the method of metal=blades; fire=flame; water=ice/fog/water; earth=stone; wood=plants...at least not for every spell. The five elements theory has a lot of nuances that I want to draw on for these stories. I think the straightforward method makes sense for a broader audience who aren't necessarily interested in knowing that fire governs the heart meridian and is, therefore, related directly to the blood. I'll use that kind of thinking for the way I choose my spells. (If you're interested you can look at this website for an explanation of the elements in Traditional Chinese Medicine, and this picture for a good pictorial representation of the Five Elements' Generation and Control functions.)

The end result of all of that was this: Wu Xing Sorcerer.

It's probably not 100% balanced, but I think it will do what I want it to do. I am still open to suggestions and further discussion of this topic, as it's something that definitely interests me.


What is Tian Xia?


If you're looking for something just for your campaign, use the Wu-Jen, Shugenja, etc. from the splat books.

If you're looking for something that open content, try the Domain Wizard Variant from Unearthed Arcana.

http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizar dVariantDomainWizard

Or the Specialist Wizard Variant, also from UA.

http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm

Either might fit the bill.

-Jack

Liberty's Edge Contributor

darth_borehd wrote:
What is Tian Xia?

Tian Xia is the region of the Golarion setting that emulates ancient China. It is referenced most directly in the PF Chronicles Gazeteer, the Campaign Setting hardcover.

Repairman Jack wrote:
A few suggestions

Thanks for the suggestions, Jack. I actually started with the Wu Jen, but it didn't have the feel I was looking for. Fortunately, my GM was willing to let me experiment, which resulted in the Wu Xing Sorcerer I linked above. (I've since noticed there are a lot of editing mistakes in that file, but you can still get the idea.) I have to say that, with the changes to the racial traits in the Beta, I was able to really get the feel of a mystical Chinese martial arts/energy channeling character. You can check out the stats here: http://niveria.tripod.com/XuNuTian.html.

I'll most likely be seeing NPCs built from the Asian-themed classes in the Complete series of WotC splat books as we progress through the campaign. I do wish that there were OGL (or, even better, Pathfinder) versions of those classes, but the 3.5e versions are good for now.

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