Author Topic: Base Class - Miko  (Read 1749 times)

Offline Hanako Tachibana

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Base Class - Miko
« on: September 12, 2012, 05:29:17 PM »
MIKO
   
"It's true, my gods are different from yours.  But I think you'll find the power they give me more than a match for the power your gods give you."
-Gensou Yumeko, miko of Otoshigo-no-mikami

 A miko is a technician whose akashic powers and connection to the Records comes from the worship of one or more kami.  With a miko's sacred powers, she can fling techniques almost as well as a majo and can increase her and her allies' fighting potential with a number of sacred dances.

MAKING A MIKO
 A miko is a caster, much like a cleric or a psion, and as such doesn't do to well in the front lines.  Her focus on healing techniques and the various powers that spring from her devotion to the kami make her slightly sturdier than a majo, but not nearly as sturdy as an actual front-line fighter.  Like majo, miko work best when they have someone with them to absorb the blows.
 Abilities: Wisdom and Constitution are the most important abilities to a miko.  A high Wisdom score improves a miko's techniques, and Constitution makes sure they have enough tama to heal their allies.  Dexterity also plays a vital role, as few miko can wear armor.  Intelligence and Charisma are nice to have, though none of a miko's powers depend on them.  There are few circumstances where a miko will need Strength.
 Akashic Ability: Majo use Wisdom as their Akashic Ability score.
 Races: In the outer worlds, the majority of miko are humans.  Perhaps this is because humans are more open to strange deities, perhaps this is because humans have such a strong desire for salvation that they don't care who they get it from.
 Within the Akashic Records, miko are evenly divided between noin and atlach.  Both races have many reasons to worship the kami.  Kami themselves rarely become miko; there are few circumstances that would lead a kami to use power from another kami.
 Alignment: A miko can choose any alignment, though miko tend to adopt the alignment of the kami they worship.  As such, a miko who worships a guild kami is likely to be lawful, a miko who worships a tower kami is likely to be neutral, and a miko who worships a factory kami is likely to be chaotic.  The kami don't pay much attention to good or evil, and it is entirely possible for a single kami to be worshiped by both good and evil miko.
Starting Gold: 3d4x10(75 gp)
Starting Age: As cleric.

Class Skills
Astrology*, Bluff, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (akasha)*, Knowledge (religion), Knowledge (the planes), Listen, Peform, Profession, Search, Sense Motive, Spot.
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d6


Level     BAB     Fort     Ref     Will     Special     
Tama
     
Tech. Known
     
Fund. Known
1st     +0     +0     +0     +2     Devotion, refusal, sacred dance     
4
     
2
     
2
2nd     +1     +0     +0     +3     Devotion power     
6
     
3
     
2
3rd     +1     +1     +1     +3     ---     
8
     
4
     
3
4th     +2     +1     +1     +4     Devotion power     
10
     
5
     
3
5th     +2     +1     +1     +4     ---     
12
     
6
     
4
6th     +3     +2     +2     +5     Devotion power     
14
     
7
     
4
7th     +3     +2     +2     +5     Pure body     
16
     
8
     
5
8th     +4     +2     +2     +6     Devotion power     
18
     
9
     
5
9th     +4     +3     +3     +6     ---     
20
     
10
     
6
10th     +5     +3     +3     +7     Devotion power, harmonious dance     
22
     
11
     
6
11th     +5     +3     +3     +7     ---     
24
     
12
     
7
12th     +6/+1     +4     +4     +8     Devotion power     
26
     
13
     
7
13th     +6/+1     +4     +4     +8     Pure mind     
28
     
14
     
8
14th     +7/+2     +4     +4     +9     Devotion power     
30
     
15
     
8
15th     +7/+2     +5     +5     +9     ---     
32
     
16
     
9
16th     +8/+3     +5     +5     +10     Devotion power     
34
     
17
     
9
17th     +8/+3     +5     +5     +10     ---     
36
     
18
     
10
18th     +9/+4     +6     +6     +11     Devotion power     
38
     
19
     
10
19th     +9/+4     +6     +6     +11     ---     
40
     
20
     
11
20th     +10/+5     +6     +6     +12     Devotion power, territory lord     
42
     
21
     
11

 Weapon and Armor Proficiency: A miko is proficient with all simple weapons.  She is not proficient with any type of armor or shield.
 Tama: A miko's ability to use techniques is limited by the tama she has available.  Her base tama count is given on the table above.  In addition, the miko receives bonus tama equal to her Constitution modifier.  A miko with a negative Constitution modifier instead loses tama.  Her race may also provide bonus tama, as may certain feats and items.
 Techniques: Miko have the ability to use akashic techniques.  All miko know 2 techniques at 1st level and learn one additional technique every class level.  The highest level technique a miko may learn is determined by her technician level, and is given in Akashic Magic.
 In order to use a technique, a miko must have an Wisdom score of at least 10 + the technique's converted level.  The save DCs for a miko's techniques equals 10 + the technique's converted level + her Wisdom modifier.  Like the majo, and unlike the mamono or meister, miko cast their techniques, and cannot channel them.
 Fundamentals: Miko have the ability to use akashic fundamentals.  All miko know 2 fundamentals at 1st level and learn an additional fundamental every 2 levels thereafter (3 at 3rd, 4 at 5th, 5 at 7th, etc.).  The highest level fundamental a miko may learn is determined by her technician level, and is given in Akashic Magic.
 Unlike other techniques, a miko does not have to pay tama to use a fundamental.  Instead, the miko can only use a given fundamental a certain number of times per day.  The number of times a miko can use a fundamental per day is given in Akashic Magic.
 The save DCs for a miko's fundamentals equals 10 + the fundamental's converted level + her Wisdom modifier.
 Devotion: At 1st level, a miko gains an amount of devotion equal to her Wisdom modifier.  The miko regains 1 devotion at the end of each hour and fully recovers her devotion at the beginning of each day.
 Refusal (Su): Starting at 1st level, a miko can attempt to repel opponents within her territory by expending devotion.  This ability affects the closest opponents first, and continues to affect opponents within the miko's territory until all opponents are affected or until a number of Hit Die equal to twice the miko's miko level worth of opponents are affected. Opponents with more Hit Die than twice the miko's miko level cannot be affected by this ability.
 Affected opponents must attempt to leave the miko's territory by any means possible, and cannot re-enter her territory for a number of rounds equal to the miko's Wisdom modifier.  Opponents with more Hit Die than the miko may attempt a Will save (DC 10 + 1/2 the miko's miko level + the miko's Wisdom modifier) to re-enter the territory before this duration expires.  If the opponent succeeds, it is no longer affected by the repelling.  If the miko approaches a repelled opponent such that it would enter the miko's territory, it overcomes being repelled and may act normally.  She can attack repelled opponents with ranged attacks, and others can attack them in any fashion, without breaking the repelling effect.
 Sacred Dance (Su): Miko can use the sacred power of their dancing to produce magical effects on those around them (including the miko, if desired).  Starting a sacred dance is a move action.  While performing a sacred dance, the miko can only move at half her normal speed.  A miko cannot use a sacred dance if she is grappled, pinned, or otherwise unable to move freely.
 In order to be affected by a miko's sacred dance, a creature must either be able to see the miko or otherwise be able to sense the miko's movements (A miko is always considered to be capable of sensing her own movements).  All sacred dances are mind-affecting abilities.
 1st Dance "Whisper" : The 1st sacred dance, Whisper, bolsters the mobility of the miko and her allies.  All affected allies gain a +10 foot enhancement bonus to their speed and a +2 morale bonus on Dexterity checks and Dexterity-based skill checks.  At 8th level, and every 6 miko levels thereafter, the enhancement bonus to speed granted by this ability increases by 10 feet and the morale bonus on Dexterity checks increases by 2 (+20 feet and +4 at 8th, +30 feet and +6 at 14th, and +40 feet and +8 at 20th).
 2nd Dance "Chant": The 2nd sacred dance, Chant, bolsters the offensive power and combat ability of the miko and her allies.  All affected allies gain a +1 morale bonus on attack rolls and deal an extra 1d6 points of Acid, Cold, Electricity, Fire, or Sonic damage (chosen at the beginning of the dance) with their weapons.  At 8th level, and every 6 miko levels thereafter, the morale bonus on attack rolls increases by 1 and the extra damage increased by 1d6 (+2 and 2d6 at 8th, +3 and 3d6 at 14th, and +4 and 4d6 at 20th).
 3rd Dance "Prayer": The 3rd sacred dance, Prayer, bolsters the defensive power and resistance of the miko and her allies.  All affected allies gain a +1 morale bonus on saving throws and a +1 deflection bonus to AC.  At 8th level, and every 6 miko levels thereafter, the morale bonus on saving throws and the deflection bonus to AC increase by 1 (+2 at 8th, +3 at 14th, and +4 at 20th).
 Devotion Powers: Starting at 2nd level, a miko gains one devotion power.  She gains one additional devotion power for every 2 levels attained after 2nd.  Unless otherwise noted, a miko cannot select an individual devotion power more than once.
 Pure Body (Ex): At 7th level, whenever a miko would fail a Fortitude saving throw against an effect with a duration of longer than 1 round, she may attempt it again 1 round later at the same DC.  The miko only gets 1 extra chance to succeed on her saving throw.
 Harmonious Dance (Su): Starting at 10th level, you gain the ability to weave two of your dances together into one.  You can combine two of your sacred dances in order to provide the benefits of both (normal stacking rules for bonus types apply).  It still only takes a single move action to start your sacred dance.
 Pure Mind (Ex): At 13th level, whenever a miko would fail a Will saving throw against an effect with a duration of longer than 1 round, she may attempt it again 1 round later at the same DC.  The miko only gets 1 extra chance to succeed on her saving throw.
 Territory Lord (Su): At 20th level, a miko's type changes to outsider (native).  In addition, she gains the ability to have two edicts active simultaneously.  She must invest tama in each edict separately.
 
PLAYING A MIKO
 To a miko, the kami aren't just entities, they are beings deserving of worship.  As a miko, you are devoted to the kami you worship, taking care of the shrine it inhabits, maintaining the spiritual health of the surrounding areas, guiding others through the ceremonies and prayers faith demands, and helping the kami accomplish its goals.  To allow you to complete these tasks, the kami grant you akashic power, and through the kami you worship you can access the Akashic Records.  If you head out on an adventure, you are likely doing so on the request of your kami.
 Religion: All miko, both those within and without the Akashic Records, worship the kami.  The kami prefer that their worshipers worship them and them alone, so the number of miko who worship gods in addition to the kami are very few, if such miko even exist.  In theory, one doesn't need to worship the kami to become a miko.  Technically, miko exist because the kami grant them power, not because the miko worship.  However, there are very few kami who would grant power to one who doesn't worship them.
 Other Classes: Like the majo, miko feel at home with both other casters and more martial characters.  Miko have an uneasy relationship with clerics and paladins.  The miko can easily understand the cleric or paladin's devotion to their god.  In an ideal world, miko would freely have theological debates with clerics, and demonstrate their devotion on the fields of battle alongside paladins.  However, few clerics or paladins understand the nature of the kami, and almost none consider them gods on the same level as those they worship.  There is an alarming tendency for clerics and paladins to treat miko as if they were demon worshipers or acolytes of the far realms, and so miko general try to avoid them.
 Combat: Much like a cleric, a miko's place on the battlefield is far enough away from opponents to not get hit and close enough to her allies to heal them if necessary.  As many of the miko's abilities can be used at range, and her refusal ability can be used to keep enemies away from her, staying in this sweet-spot isn't too difficult.  While many of a miko's class features are geared for buffing or healing, she should be careful to not overspecialize.  Techniques from the sun icon are crucial to a miko, but some of the more offensive techniques from the star or meteor icons will give her things to do when she doesn't have to play doctor.
 Advancement:Most miko begin as young adults, having either been chosen directly by the kami or trained by other, more experienced miko.  In either case, much of a miko's training involves how to properly care for and serve the kami.  Actual instruction into the workings of the Akashic Records only comes after years of devoted service.  Many miko worshiped the kami before they were chosen, though there are miko who only learned of the kami when they were chosen by them.
 As a miko, your most important choices are what techniques to learn and what devotion powers to select.  Healing techniques are useful, but you should be careful not to over specialize.  Likewise, you should make sure you select devotion powers that work well with each other and with your circumstances.

MIKO IN THE WORLD
"I know he couldn't get her out of his head after she patched up his wounds, but who would have thought she felt the same way?  I never thought Garland would end up marring a miko."
-Tom Swifty, friend of Garland

 Much of a miko's life revolves around the kami they worship, be it leading ceremonies at a shrine, presenting offerings, or taking care of the shrine grounds.  Miko are often well known in the communities they serve, much as a cleric would be.  Miko only adventure at the request of the kami, but a miko adventurer makes a powerful ally.  Miko combine some of the better parts of clerics and bards, being capable of both healing the injured and buffing the combatants.  Of course, a miko isn't as combat-viable as a cleric can be, nor as talkative as a bard, but their healing, buffing, and offensive techniques make up for this lacking.
 Daily Life: The daily life of a miko is filled with hard work.  Someone has to repair the shrine building.  Someone has to prepare for the evening ritual.  Someone has to cook the offerings.  Someone has to make sure the miller's daughter delivers her child safely.  Someone has to keep the local youths from cutting their heads off swinging swords around as if they were meisters.  Someone has to keep the kami from getting bored.  Ultimately, the daily life of a miko tends to be much more down to earth than the daily life of a cleric.
 Notables: Miko tend to only be well known within the community they serve.  This is intentional; no miko wants to be driven out by unwanted attention from the local church.  This being said, there are some miko who are notable, particularly in technician channels.  Gensou Yumeko is one such individual, best known for her grand pilgrimage from the Otoshigo-no-mikami shrine to the Otonashi-no-mikami shrine.  During this long walk, Yumeko attended to the sick and infirm at every village she stopped along the way.  Many who were treated by Yumeko claim that she did so to bring the blessing of the kami to all, but she herself claims that she departed on her pilgrimage because "Otoshigo was getting in my hair."
 Organizations: Despite the rather secretive nature of miko, there are several miko organizations, known as shrine networks.  One of the largest shrine networks in the outer worlds is the Oto shrine network, which consists of shrines dedicated to Otoshigo-no-mikami, Otonashi-no-mikami, and Otone-no-mikami.  These shrine networks both keep the various shrines that exist within them in line, but also protects unassociated shrines and miko from religious persecution and violence.  Shrine networks also serve as conduits for technician rumors and information, and the shrines themselves double as safe houses for technicians in trouble.

NPC Reaction
 Miko are well received within the community they serve.  Like a cleric, they are well integrated into the community, and provide a number of services for them.  Most miko have lived with their community for some time, and as such are generally respected as a community leader.  A miko trying to found a shrine in a previously miko-less location will have a much harder time, as they will have to deal with any current religious institutions, as well as the prejudices of the community itself.

Miko Lore
 Characters with ranks in Knowledge (akasha) or Knowledge (religion) can research miko to learn more about them.  When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
 DC 10: A miko draws her powers from faith, like a cleric, though she worships strange and alien gods.
 DC 15: Miko are technicians---users of a strange magical power that comes from a plane known as the Akashic Records.  A miko's power comes from the kami they worship.  They are masters of the healing and buffing arts.
 DC 20: Between A miko's abilities to heal and strengthen and her akashic techniques, miko make powerful opponents.  They even possess the ability to shape the world around them through their edicts and stave off death itself with the power of their devotion.

MIKO IN THE GAME
 The discovery of a kami shrine in an out-of-the-way locale is a natural way to introduce miko into an ongoing campaign.  The players might merely be stopping by on the way to another location, or they might be seeking out the shrine, having heard of the services it provides.  Alternatively, the players might find themselves attacking an encampment of devil worshipers and finding a shrine and its miko instead.  Of course, the villagers who told the players about the evil don't have to have been wrong.  There is nothing preventing a miko from being worse than a devil summoner...
 Adaptation: A miko is effectively a cleric, just one who worships the kami instead of the gods.  A miko could be, then, just another type of cleric, and the techniques she wields could be just another type of divine magic.  In such a world, a miko would probably play a different role than a cleric.  The cleric would probably fill the studious theologian and community leader role, while the miko would deal with the more day-to-day matters and minor rituals.
« Last Edit: October 15, 2012, 07:25:41 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Base Class - Miko
« Reply #1 on: September 12, 2012, 05:31:57 PM »
MIKO DEVOTION POWERS
 Unless otherwise noted, using a devotion power is a standard action that does not provoke an attack of opportunity.  The save to resist a devotion power is equal to 10 + 1/2 the miko's level + the miko's Wisdom modifier.
 Active Miko (Ex): Whenever the miko would make an attack roll, ability check, skill check, or saving throw, she may add 1d6 to the result by spending 1 devotion as a free action.  Starting at 11th level she may roll two dice and add the better result.
 Combat Healer (Ex): Whenever the miko would use a healing technique, she may spend 1 devotion as a free action.  If she does so, she may use that technique as a swift action, as if using the Quicken Technique feat.  The miko must be at least 8th level before she can select this devotion power.
 Denial (Su): Whenever an ally currently under the affects of the miko's sacred dance would be affected by an effect that allows technique resistance, she may spend 1 devotion as an immediate action.  If she does so, the ally gains an amount of technique resistance equal to 12 + the miko's level against that effect only.
 Devoted Boost (Su): Whenever the miko would use a boost, she may spend 1 devotion as a free action.  If she does so, she may change the target of that boost to any ally currently under the effects of her sacred dance.
 Devoted Healer (Su): Whenever the miko would use a healing technique, she may spend 1 devotion as a free action.  If she does so, she may use that technique as if her technician level was 2 higher.  The effective increase in technician level increases the amount of tama you can spend on a single technique usage, as well as increasing all technician level-dependent effects, such as range, duration, and overcoming technique resistance.
 Devoted Refusal (Su): Whenever the miko would use her refusal class feature, she may spend 1 devotion as a free action.  If she does so, any opponens affected by her refusal take a number of d6s of damage equal to the miko's Wisdom modifier.
 Divine Endurance (Su): The miko may spend 1 devotion to further increase the physical toughness of one ally currently under the affects of her sacred dance.  The chosen ally gains a number of bonus hit die equal to the 1/5th the miko's level.  These bonus hit die count as regular Hit Dice for determining the effect of effects that are Hit Dice dependant, but no other purposes.  These bonus hit die do not grant feats.  The chosen ally gains 15 temporary hit points for each bonus hit die, as well as a bonus on saving throws equal to the number of bonus hit die.
 This effect lasts for a number of rounds equal to your Wisdom modifier.  The miko must be at least 6th level before she can select this devotion power.
 Kami's Gift (Su): As a free action, the miko may spend 1 devotion to gain knowledge of any one technique she does not already know.  That technique is considered to be added to the miko's list of techniques known for 1 minute.  After that minute, that technique is removed from her list of techniques known.  If the miko would be in the process of using the added technique when it leaves her list of techniques known, the usage immediatly fails.
 Kami's Wrath (Su): As a swift action, the miko may spend 1 devotion and designate one creature she can see.  The miko may add her Wisdom bonus (if any) to her attack rolls and add her level to all damage rolls made against the designated creature.  In addition, any attack the miko makes against the designated creature automatically bypass any DR or ER the creature might possess.
 This effect remains until the miko successfully hits the designated creature with an attack.
 Last Breath (Ex): Whenever the miko would be reduced to fewer than 0 hit points but not slain, she may spend 1 devotion as an immediate action to instantly stabilize and remain conscious.  The miko is staggered, but she does not fall unconscious and begin dying if she takes a standard action.  The miko does fall unconscious if she takes additional damage from any source.
 Last Word (Ex): Whenever the miko would be subject to an attack or effect that would leave her dazed, confused, nauseated, shaken, stunned, or below 0 hit points, she may spend 1 devotion as an immediate action.  If the miko do so, she may immediately use any technique she knows.  The miko must spend tama on this technique as normal.
 Negative Flow (Su): The miko may spend 1 devotion to channel negative energy.  This energy harms the living and heals the dead.  Upon using this ability, the miko must chose one creature within Close (25 ft. + 5 ft./2 levels) range.  The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).  Creatures that take damage from channeled energy receive a Will save to halve the damage.
 Positive Flow (Su): The miko may spend 1 devotion to channel positive energy.  This energy heals the living and harms the dead.  Upon using this ability, the miko must chose one creature within Close (25 ft. + 5 ft./2 levels) range.  The amount of damage healed or dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).  Creatures that take damage from channeled energy receive a Will save to halve the damage.
 Territorial Miko (Ex): The miko may gain the Expanded Territory feat in place of a devotion power.  A miko may 'select' this devotion power more than once.
 True Courage (Ex/Su): The miko is immune to fear (magical or otherwise).  In addition, the miko may spend 1 devotion as a swift action.  If she does so, all creatures currently being affected by her sacred dance gain immunity to fear for 1 round.  If any affected creature is currently affected by a fear effect, that fear effect is negated.  The miko must be at least 4th level before she can select this devotion power.
« Last Edit: September 12, 2012, 11:53:49 PM by Hanako Tachibana »
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