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. A header in brown indicates a new ability for this archetype, while headers in black are abilities shared with the class.

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.

Spells

An animist casts divine spells drawn from the druid spell list. Add beast shape I (3rd), beast shape II (4th), beast shape III (5th), and beast shape IV (6th) to the animist's spell list at the indicated levels. These spells are not learned automatically, each must be picked as a known spell.

An animist can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an animist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an animist’s spell is 10 + the spell’s level + the animist’s Charisma modifier.

Like other spellcasters, an animist can cast only a certain number of spells per day of each spell level. His base daily spell allotment is given on Table: Animist. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

An animist’s selection of spells is extremely limited. An animist begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new animist level, he gains one or more new spells, as indicated on Table: Animist Spells Known. Unlike spells per day, the number of spells an animist knows is not affected by his Charisma score; the numbers on Table: Animist Spells Known are fixed.

Upon reaching 4th level, and at every even-numbered animist level after that (6th, 8th, and so on), an animist can choose to learn a new spell in place of one he already knows. In effect, the animist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An animist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Table: Animist Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Aligned Spells An animist can't cast spells of an alignment opposed to her own, either on the good— evil or law— chaos axis. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Note that summoning spells have the alignment as the alignment subtype of the creature summoned.

Orisons Animists learn a number of orisons, or 0-level spells, as noted on Table: Animist Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Allied Spirits

When an animist gains access to a a new level of spells, he immediately gains the summon nature's ally spell of that level as a known spell. These spells cannot be exchanged for different spells at higher levels.

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 and can also damage haunts as if the spirit arrow damage was positive energy.

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, which make them 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. 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 a spell arrow or a physical arrow. A spell arrow is a ranged touch attack that delivers the spell with no 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 spell arrow of a mystic spellstrike.

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

Spirit Protection (Sp)

At 3rd level, an animist can perform a 1-minute rite to gain protection from spirits. The protection functions just like protection from evil, except it is personal and protects against spirits rather than evil and lasts until dispelled or negated. If this ability is dispelled, the animist can recreate it simply by taking a minute to do so.

Ghost Hunter (Su)

At 4th level, the animist confers the ghost touch quality to his armor and weapons. His hama yumi becomes a ghost touch weapon for as long as he uses it. This replaces ghost warrior.

See the Unseen (Su)

At 5th level the animist can see invisibility for one round as a move action. He can do this at will and it can be kept up continuously by continuing to spend move actions to concentrate on it each round.

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.

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.

Spirit Quest (Sp)

At 9th level an animist learns how he and companions can vanish bodily into other planes once per day, plus one additional time per day per 5 levels after 9. This ability functions like the spell plane shift but takes 10 minutes to activate.

Ghost Champion (Su)

At 10th level, as a standard action, the animist can confer the ghost touch special ability to any weapon or armor used by one of his allies within 30 ft. Any weapon weilded by a beneficiary of this power becomes ghost touch weapon and any armor worn becomes ghost touch armor. This includes unarmed attacks, natural attacks, and natural armor. Ghost champion can be used at will and lasts one round per level of the animist. Only one ally can benefit form ghost champion at a time, the animist cannot use it again while it is already in effect. If the beneficiary dies or falls unconscious, the effect ends.

Dismissing Arrow (Sp)

At 11th level the azusa miko learns to use arrows to banish extra-planar creatures and dispel many effects. When a spirit arrow hits it has the effect of dismissal and break enchantment. The save DC against dismissal is 10 + ½ the azusa miko's level + the azusa miko's Charisma modifier. A possessing spirit must first be made manifest (such as by using exorcising arrow) before it can be dismissed.

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.

Spirit Destination (Sp)

At 17th level, when using spirit quest to plane shift, the animist now arrives within one to six miles of his intended destination.

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.

Ghost General (Su)

At 19th level, as a standard action, the animist confers the ghost touch special ability to any weapon or armor worn by his allies within 30 ft. when he uses this ability. This works like ghost champion above, except there is no limit on how many can benefit at any one time. Ghost general can be used at will and lasts one minute per level of the animist.

Planar Deputation (Sp)

At 20th level an animist can head a planar deputation. This functions as gate, but it can only be used to travel; the animist cannot use it to call extra-planar creatures. He can still create the gate next to a willing named extra-planar being in order to travel to its location, and creatures on the other side can voluntarily come to the animists side but the animist has no special control over them. Planar deputation has a duration of 10 minutes/level and is dismissible. It is a 10 minute ritual that can be used once per day.

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 hunter, 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
  • Guide Walk
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