Azusa Miko (Apath)

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Unofficial rules compendium

The azusa miko is a variant of the miko, an animist who uses a bow to shoot "hama ya" or spirit arrows that help or hinder spirits or imbues her targets with spirit effects. An azusa miko is more of an exorcist and less a spirit intercessor than a normal animist or miko.

Class Information

This is a animist archetype that channels energy through arrows.

Starting Money: 1d6 × 10 gp (average 35 gp). In addition, the azusa miko starts with a miko outfit and a composite long bow.

Hit Dice: d8.

Class Features

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

Weapon and Armor Proficiency

An azusa miko is proficient with the club, dagger (tanto), fighting fan, hanbo, and with the composite long bow. She is not proficient in any armor or shield.

Hama Yumi

An azusa miko has a bond with her bow that works like an arcane bond. She can use it to cast any one spell of a level she can cast on the druid spell list once per day, even one that is not among her spells known. This ability replaces the spirit guide and guide concentration abilities.

Mage Armor

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

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

Spirit Arrow (Su)

An azusa miko can release energy by channeling the power of the spirit world through an arrow to cause damage to spirits. This is similar to the cleric ability channel energy, but there is no relation to positive or negative energy, alignment, or the undead; the azusa miko hurts all spirits.

Spirit arrows are changed as a swift action, then fired from a bow. An arrow that isn't fired loses its charge after one round. The damage dealt is 1d6, plus 1d6 points of damage for every two azusa miko levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Spirit arrows can be purely spiritual, in which they attack as touch attacks, or use a material arrow as a focus in which case they are normal attacks and add the normal damage of the arrow to that on the spirit arrow. A willing ally can choose to be automatically hit by a spirit arrow. When causing damage, the azusa miko can choose to cause normal or subdual damage. This is spiritual damage and does full damage to ethereal and incorporeal targets and is not subject to damage reduction or damage resistance.

An azusa miko may use spirit arrow a number of times per day equal to 3 + 1/2 her level + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A spirit arrows only function for the azusa miko who made it.

This ability works with channeling feats as if the azusa miko was as a cleric of her azusa miko class level. Channeling feats that allow a saving throw has a save DC of 10 + 1/2 the asuza miko's class level + her Charisma modifier. Succeeding at this saving throw negates the effect of the channeling feat, but does not reduce the damage of the attack.

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. There are subtle differences between the vestments of miko and azusa miko identifiable with a DC 10 Knowledge (religion) check. These clothes are similar to a monk's outfit and function as a divine focus for the azusa miko. An azusa miko not wearing the proper vestments cannot cast any spell with a divine focus component.

Mystic Spellstrike (Su)

At 2nd level, whenever an azusa miko casts a spell casts a spell with a range of “touch” from the druid spell list, she can deliver the spell through any bow she is wielding as part of a ranged attack. Instead of the free melee touch attack normally allowed to deliver the spell, an azusa miko can make one free ranged attack with her weapon (at her highest base attack bonus) as part of casting this spell. THis can be a physical arrow or a spiritual ally (see the spirit arrow ability). A spirit arrow is a ranged touch attack that delivers the spell with nor additional damage. A physical arrow is a normal ranged attack that deals its normal damage as well as the effects of the spell.

This attack uses the weapon’s critical range, modified by the keen weapon property or similar effects, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Only damage is ever multiplied this way; other spell effects remain unchanged on a critical hit.

A willing target can choose to automatically be hit by a mystic spellstrike.

This otherwise functions as a magus' spellstrike ability, see FAQ/Errata for that ability for more information. This replaces placate spirit.

Summoning Arrow (Su)

At 6th level, an azusa miko gains the ability to place an summoning spell upon an arrow. When the arrow is fired, the creature is summoned where the arrow lands. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the azusa miko can fire the arrow as part of the casting. The arrow must be fired when the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted. If the arrow hits a creature, the creatures(s) summoned will also attack that creature. This replaces spirit ward.

Exorcising Arrow (Sp)

At 8th level the azusa miko learns to use arrows to exorcise. When a sprit arrow hits a creature that is possessed, the spiritual damage is inflicted on the possessing creature and not on the possessed body. This also has the effect of break enchantment.

The azusa miko can force a possessor (for example a creature using magic jar or a ghost with the malevolence ability) out of the body or object it inhabits. The creature is allowed a Will save to negate the effect. The save DC of this ability is to 10 + ½ the azusa miko's level + the azusa miko's Charisma modifier. If the azusa miko succeeds in forcing the possessor out, the body or object is unharmed. The exorcised creature cannot perform another possession for one hour.

Dismissing Arrow (Sp)

At 11th level the azusa miko learns to use arrows to banish extra-planar creatures. When a spirit arrow hits it has the effect of dismissal. The save DC against this ability is 10 + ½ the azusa miko's level + the azusa miko's Charisma modifier. Dismissing arrow only works against extra-planar spirits. An extraplanar creature that possesses another creature and succeeds save against dismissing arrow must also save against exorcising arrow.

Imbue Arrow (Su)

At 12th level, an azusa miko gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the azusa miko can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted. This replaces greater spirit protection.

Spirit Pinning Arrow (Sp)

At 16th level the azusa miko learns to use arrows to pin extra-planar creatures when damaging them with her spirit arrow ability. The duration of this ability is random. For each "1" rolled on the spirit arrow damage, the spirit is tied down for one round. Spirits that make a Will saving throw (DC 10 + ½ the azusa miko's level + the azusa miko's Charisma modifier) are unaffected. When a spirit is tied down, it loses any spell resistance, energy resistance, energy immunity, damage reduction, and cannot remain or become incorporeal, astral, ethereal, or use teleport abilities. A spirit tied down in an impossible location (such as in incorporeal spirit tied down while inside an object) is harmlessly pushed away from the azusa miko into the nearest available legal space.

Living Purity (Su)

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

Table: Azusa 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, hama yumi, mage armor, orisons, spirit arrow 1d6, vestments 3
2nd +1 +0 +0 +3 Mystic spellstrike 4
3rd +2 +1 +1 +3 Spirit protection, spirit arrow 2d6 5
4th +3 +1 +1 +4 Ghost warrior, mage armor (stacking) 6 3
5th +3 +1 +1 +4 See the unseen, spirit arrow 3d6 6 4
6th +4 +2 +2 +5 Summoning arrow 6 5 3
7th +5 +2 +2 +5 Seal spirit, spirit arrow 4d6 6 6 4
8th +6/+1 +2 +2 +6 Exorcising arrow 6 6 5 3
9th +6/+1 +3 +3 +6 Spirit arrow 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 Dismissing arrow, spirit arrow 6d6 6 6 6 6 4
12th +9/+4 +4 +4 +8 Imbue arrow 6 6 6 6 5 3
13th +9/+4 +4 +4 +8 Spirit arrow 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 arrow 8d6 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +5 +10 Spirit pinning arrow 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +5 +10 Spirit destination, spirit arrow 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 arrow 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

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
  • Placate Spirit
  • Spirit Ward
  • Greater Spirit Protection
  • Guide Concentration
  • Tie Down Spirits
  • Guide Walk
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