Shukenja (Character Kit)

==Shukenja==
Description: Shukenja are humble priests from Oriental lands who have taken up lives of hardship and poverty in order to serve their communities. To become an impartial judge and servant to all communities, the shukenja has cut all ties to family and home. A shukenja's life is a hard one, wandering the land giving aid and comfort with only a few possessions carried along, but he accepts this with dedication and good cheer. Typically pacifists, shukenja can be roused into becoming fearsome opponents when protecting their charges.
In order to become a shukenja, a character must have at least a 12 in Wisdom, and a 9 or better in Constitution. He must also be of good alignment, although he can be lawful, neutral, or chaotic. This kit cannot be abandoned.
Barred: Priests of the following types of deities may not become shukenja: Death, Disease, Evil, Mischief/Trickery and War.
Role: Although shukenja are priests, they rarely serve a particular deity, as in the Oriental religions are respected. Practices and beliefs of one religion are often intermingled with another. Unlike sohei, shukenja do not build temples. Instead, as they wander the land giving aid and instruction to those who need it, they show their religious beliefs and dedication by their daily living. Shukenja are much more visible and accessible to the general public than the martial sohei in their fortresslike temples.
Along with the sohei and fighting monk, shukenja form the third part of the Oriental religious triumvirate. Sohei build temples to a particular deity and cater primarily to the influential. Monks and their monasteries are typically dedicated to fulfilling a particular cause or mission rather than handling societys religious needs (for more information on this, see Bonds of Brotherhood, in DRAGON® issue #164). Shukenja fulfill the need of the common man for religious instruction and ceremonies.
Secondary Skills: All shukenja must take the scribe skill.
Weapon Proficiencies: All shukenja must choose one of the unarmed combat styles (punching, wrestling, or martial arts). 
Other proficiency slots may be spent as the character wishes. Some recommended weapons are bo stick, chain, nunchaku, staff, and tetsubo.
Nonweapon Proficiencies:
* Bonus: Religion.
* Recommended: Artistic ability, Direction sense, Etiquette, Healing, Herbalism, Read/Write, Spellcraft, Weather sense.
Equipment: This priest may not wear armor. Also, shukenja are limited to the amount of equipment they can comfortably carry with them.
Special Benefits: Before beginning their wanderings, shukenja receive training in three rituals that translate into these benefits:
* First, a shukenja has a 5% chance per level of lifting curses on any person, place, or item.
* Second, the shukenja learns to meditate. By entering this state of intense concentration, the priest regains his internal energy levels. While meditating, the shukenja is oblivious to hunger, thirst, heat, or cold. He is, however, still conscious of his surroundings. One hour of meditation is as good as two hours of sleep. This state cannot be maintained for more than four hours at a time.
* Finally, a shukenja can focus his internal energies to improve any saving throw by +3. He can do this a number of times per day equal to his level.
Special Hindrances: As stated before, a shukenja cannot wear armor or own more than he can carry on his back. In addition, a shukenja must live by certain religious rules. He cannot eat meat and must avoid excessive eating and drinking. A shukenja must also avoid violence whenever possible. Breaking any of these restrictions results in a special punishment to be determined by the DM.
Wealth Options: The shukenja gets the usual 3d6 X 10 gp at the games start.
Races: The majority of shukenja are human. Typical demihuman exceptions are the gentler elf and halfling races.
Category:Character Kit
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