Miko (Apath)

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Unofficial rules compendium

The miko is a virgin spirit intercessor from the Japanese culture whose power comes from living at the border between adult and child. Mikos come into their power naturally at an early age, without formal training.

Class Information

This is a animist archetype.

Age: Miko have little training and begin their adventuring career in the youngest age bracket.

Starting Money: 2d6 × 10 gp (average 70 gp)

Hit Dice: d8.

Class Features

The miko has all the standard animist’s class features, except as noted below.

Weapon and Armor Proficiency

A miko is proficient with the club, dagger (tanto), fighting fan, hanbo, and one of the following weapons: composite long bow, naginata, or temple sword. She is not proficient in any armor or shield.

Mystic Bond

A miko has the arcane bond class feature of the wizard and can choose to bond either with a familiar or an object. A miko that chooses a bonded object usually picks a weapon and can use it to cast any spell on the druid spell list once per day, even one she does not herself know. This ability replaces the spirit guide and guide concentration abilities.

Mage Armor

A miko adds mage armor to her spell list and list of spells known.

At 4th level the miko becomes a master at using force armors, and the armor bonus of mage armor and bracers of armor stack when worn by a miko.

Vestments

Miko wear distinctive white and red robes that the spirits know and react to. In lands where miko are common, they are instantly recognizable as miko in this dress. These clothes are similar to a monk's outfit and function as a divine focus for the miko. A miko not wearing the proper vestments cannot cast any spell with a divine focus component and cannot use spirit channel. If male mikos are allowed they wear the same vestments, and are likely to be mistaken for girls.

Virginity

Only adolescent women normally become mikos, and mikos start play in the youngest age bracket for their race. A miko gains her power as a virgin, but need not abstain once she has become a miko. If she becomes a partent and lives a family life, she can no longer cast animist spells or use her channel spells ability until she atones.

This ability replaces animist taboos.

Living Purity (Su)

At 18th level, miko can affect all kinds of creatures with their spirit channel ability, not just spirits. This replaces guide walk.

Table: Miko

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 Allied spirits, detect spirits, mage armor, mystic bond, orisons, spirit channel 1d6, vestments, virginity 3
2nd +1 +0 +0 +3 Placate spirit 4
3rd +2 +1 +1 +3 Spirit protection, spirit channel 2d6 5
4th +3 +1 +1 +4 Ghost warrior, mage armor (stacking) 6 3
5th +3 +1 +1 +4 See the unseen, spirit channel 3d6 6 4
6th +4 +2 +2 +5 Spirit ward 6 5 3
7th +5 +2 +2 +5 Seal spirit, spirit channel 4d6 6 6 4
8th +6/+1 +2 +2 +6 Exorcism 6 6 5 3
9th +6/+1 +3 +3 +6 Spirit channel 5d6, Spirit quest 6 6 6 4
10th +7/+2 +3 +3 +7 Ghost champion 6 6 6 5 3
11th +8/+3 +3 +3 +7 Banish spirit, spirit channel 6d6 6 6 6 6 4
12th +9/+4 +4 +4 +8 Greater spirit protection 6 6 6 6 5 3
13th +9/+4 +4 +4 +8 Spirit channel 7d6 6 6 6 6 6 4
14th +10/+5 +4 +4 +9 Shadow walk 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +5 +9 Spirit channel 8d6 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +5 +10 Tie down spirits 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +5 +10 Spirit destination, spirit channel 9d6 6 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +6 +11 Living purity 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Ghost general, spirit channel 10d6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Planar deputation 6 6 6 6 6 6 6 6 6

Ex Miko

A miko that lives a family life and becomes a parent immediately loses all miko spells and the ability to spirit channel. She may not progress any further in levels as a miko and cannot regain the class short of leaving her family and using atonement or similar effect.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon and Armor Proficiency
  • Animist Taboos
  • Spirit Guide
  • Guide Concentration
  • Guide Walk
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