Difference between revisions of "Miko (Apath)"

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=== Vestments ===
 
=== Vestments ===
Miko wear distinctive white and red robes that the spirits know and react to. 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.
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Miko wear distinctive white and red robes that the spirits know and react to. 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 ===
 
=== 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.  
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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. Some settings might allow male mikos. If male mikos exist in the campaign, they wear the same vestments and this can make them be mistaken for girls. It might even be so that male mikos [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Change-Shape-Su- change shape] (''[http://www.d20pfsrd.com/magic/all-spells/a/alter-self alter self]'') into females when they don their vestments, without gaining an attribute bonus from the change.
If male mikos exist in the campaign, it would not be unusual for them to dress as a young girl
 
  
 
This ability replaces animist taboos.
 
This ability replaces animist taboos.

Revision as of 12:07, 17 February 2014

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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 much training.

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, guide concentration, and guide walk 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. These bonuses do not otherwise stack with armor, either normal or force.

Vestments

Miko wear distinctive white and red robes that the spirits know and react to. 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. Some settings might allow male mikos. If male mikos exist in the campaign, they wear the same vestments and this can make them be mistaken for girls. It might even be so that male mikos change shape (alter self) into females when they don their vestments, without gaining an attribute bonus from the change.

This ability replaces animist taboos.

Table: The Miko

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

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