Miko (Apath)
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Unofficial rules compendium | |
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The miko is a virgin spirit intercessor from Japanese folklore 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
Age: Miko have little training and begin their adventuring career in the youngest age bracket.
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), hanbo, and one of the following weapons: composite long bow, fighting fan, naginata, or temple sword.
Arcane 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 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.
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 male mikos are allowed they wear the same vestments, and if they are rare they are likely to be mistaken for girls.
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 1st | +0 | +0 | +0 | +2 | Allied spirits, arcane bond, detect spirits, mage armor, orisons, spirit channel 1d6, vestments, virginity | 2 | — | — | — | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Placate spirit | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | +1 | +1 | +3 | Spirit protection, spirit channel 2d6 | 4 | — | — | — | — | — | — | — | — |
4th | +3 | +1 | +1 | +4 | Ghost warrior, mage armor (stacking) | 5 | 3 | — | — | — | — | — | — | — |
5th | +3 | +1 | +1 | +4 | See the unseen, spirit channel 3d6 | 6 | 5 | — | — | — | — | — | — | — |
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 | Spirit journey | 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 | 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 | 5 |
Ex Miko
A miko that lives a family life and becomes a parent immediately loses all miko spells and class features (but not weapon proficiencies). 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