taoist priest class
TAOIST PRIEST
Even the smallest words and gestures flow with power when they come from a Taoist priest. Taoists devote themselves to understanding and mastering something they call the Tao, which is something like the union of seeming opposites, as exemplified in their symbol, the yin-yang. While understanding this goal is simple enough, applying it is a different matter altogether. According to Taoist priest, upon becoming one with the Tao, they will achieve immortality along with other potent abilities.
Note: I realize this is a very simplified rendition of Taoist beliefs, but as a working definition, I hope it serves its purpose.
Adventures: How each Taoist priest conducts himself is a matter of personal preference and temperament. Taoist priests typically adventure to seek more knowledge about the Tao or as couriers between Taoist communities. Many Taoist priests supplement their magical powers with martial arts, primarily in tai chi.
Alignment: Taoist priests must remain neutral to some degree to understand and apply the principles of Tao. However, most priests tend to favor chaos or law or good or evil.
Game Rule Information
Abilities: As the PHB wizard.
Alignment: NG, LN, TN, CN, NE.
BAB: poor
Saves: Will good, Fortitude and Reflex poor
HD: d4 (although an argument could be made in favor of d6)
Class skills: Class skills for the Taoist priest are: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills taken individually), Profession (Wis), Speak Language (n/a), and Spellcraft. Skill points at 1st level and each additional level as PHB wizard.
Weapon and Armor Proficiencies: All simple weapons, no armor or shields.
Spellcasting: Spells known and spells per day as PHB wizard. Taoist spellcasting is based off the principles of the I Ching. The various trigrams are put together to make hexagrams. Just like wizards, they depend upon the proper combination of materials and gestures for their spells to take effect. However, unlike wizards, their components are more universal, based upon the trigrams and hexagrams. Gestures may be rooted in calligraphy, taiji, or even certain times of the day, month, or year.
Unlike wizard spells, which are organized by school, Taoist spells are organized along the
trigrams, which represent the fundemental principles of the universe. You may want to consider transplanting spells from the bard's, cleric's, or druid's spell list and altering at what level they'd be available.
Chien (Force): Action: Persisting. Element: Water. Spells generally come from the Abjuration and Transmutation schools. Abjuration spells tend to focus on resistance of some kind, whereas the transmutation spells tend to be like mage hand, telekinesis, physical buff spells, and the Bigby spells. Spells from the Strength domain can work too.
K'un (Field): Action: Yielding. Element: Earth. Spells generally come from the Transmutation school, focusing on altering non-living matter. Lifting blight from the druid can work for this "school" too.
Chen (Shake): Action: Chaos. Element: Fire. Spells generally come from Evocation and Necromancy school. Evocation effects are mostly based in storms and lightning, and the necromantic spells tend to have fear-based effects. Spells from the cleric's Chaos and Destruction domains or druid spells related to storms would be great too.
K'an (Gorge) Action: Going. Element: Water. Spells are typically related to movement enhancements based on altered mental states (like rage or heroism). Spells from the cleric's Travel and War domains can fit well.
Ken (Bound) Action: Stopping. Element: Wood. Most spells come from the Abjuration school, although Conjurations related to protection of some kind work as well. Some spells from the cleric's Protection domain can be good too.
Sun (Ground) Action: Entering. Element: Wood. These spells tend to directly affect living things. Taking a few spells from the druid spell list or the Animal and Plant domains can help make this "school" distinct from K'un too. Cure-type spells can be associated with this school as well.
Li (Radiance) Action: Congregating. Elment: Fire. Most of these spells are from the Divination and Evocation schools, although spells such as eagle's splendor certainly fit. Evocation spells tend to be those related to light. Transporting some spells from the cleric's Knowledge and Sun domains would be ideal as well.
Tui (Open) Action: Stimulating. Element: Metal. Spells typically come from the Conjuration (summoning), Divination, Illusion, and Enchantment schools. Illusion spells focus on being hidden or unseen. Enchantment spells are used to infuence emotions. Including some spells from the cleric's Magic domains can help too.
Special Abilities: I'm replacing the wizard's bonus feats with some class abilities taken from the monk to better emphasize the ideals and goals of the Taoist priest. Combined with the Buddhist monk and the martial artist feats I outlined in my previous post, the PHB monk would be obsolete, but I don't think that'd necessarily be a bad thing, depending on what you want. It might be best to alter at what levels these special abilities become available.
Bonus feat. Can be taken at 1st, 7th, 10th, and 13th level. Chosen from wizard's bonus feat list, but Spell Focus depends upon the different trigrams detailed above rather than the PHB school divisions.
Purity of Body. As PHB monk class ability. 5th level. Prerequisites: Constitution 13+
Diamond Body. As PHB monk class ability. 11th level.
Divine Health. As PHB paladin class ability. 14th level.
Timeless Body. As PHB monk class ability. 17th level.
Perfect Self. As PHB monk class ability. 20th level.