Maneuvers: A Shrine Maiden learns maneuver from the Dream Battle school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Shrine Maiden must fulfill it as well. Her Iniator level is equal to her Shrine maiden level, and she can only learn maneuvers of a level no bigger than half (IL+1).
Shrine Maidens know that there's no point in overextending a losing battle. They can recover all their maneuvers by performing a Whitdraw action.
At 4th level, and every even-numbered level afterwards, the Shrine Maiden can swap one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).
Overly Optimistic: The Shrine Maiden can use Wis instead of Cha for her choice of Diplomacy, Intimidate or Gather Information checks. At 7th and 14th level pick one of the other options.
High Intuition: Who needs training when you have natural talent? A number of times per day equal to her class level, the Shrine Maiden can replace a skill check, save, grapple, trip, bullrush, disarm or attack roll for IL+Wis mod. She can decide to use this after rolling the dice, but before knowing the result.
Divine Bloodline: Altough not fully fledged clerics, Shrine Maidens can still call upon the power of the divine to aid them. At second level the Shrine Maiden becomes able to cast spells as a cleric of 2/3 her Shrine Maiden level, except she doesn't get any domains but her CL is equal to her full Shrine Maiden level. If she takes a casting prestige class, she advances the cleric casting at regular speed (so for example a Shrine Maiden 10/fullcasting prc 10 would cast as a 16th level cleric).Holy Bomb: At 3rd level once per round as a free action when she initiates a maneuver, the Shrine Maiden can sacrifice a prepared divine spell to gain a bonus equal to the sacrificed spell's level on all skill checks, attack rolls and damage rolls with that maneuver.Incredible Luck: At 4rd level you can re-roll any one dice per hour. At 8th, 12h, 16h 20th you gain an additional use of this ability per hour. You must choose to use this ability before knowing the resulting effect from that dice roll.
Deatachable Sleeves: At 6th level with 700 GP worth of raw materials the Shrine Maiden can craft a pair of special sleeves that take the hand slots and grant her a +1 enanchment bonus to unarmed attack rolls and thrown attack rolls as long as worn in a matched pair.
They can also be used to store up to 10 thrown ammo in each.
A pair of detached sleeves can be magically enanched as a single masterwork weapon, in which case their enanchment applies to your unarmed strikes and thrown attacks.
In addition its storage capacity for thrown weapons increases to 20*Enanchment bonus.
Channel God: Altough they rarely openly pledge their alliance to any single god, adept Shrine Maidens can temporaly become conduits to a specific deity. At 5th level 1/day as a move action the Shrine Maiden can start a Channel God. She gains one domain of her choice (doesn't even need to match her usual beliefs, desesperate times call for desesperate measures), gaining the respective power and the domain spells become instantly prepared as regular spells, up to the level of divine spells she could usually prepare. This lasts 1 minute, after which any unused domain spells are lost and the Shrine Maiden is left fatigued.At 9th, 13th and 17th level the Shrine Maiden can use this an aditional time per day.Revelatory Dream: At 11th level if the Shrine Maiden has no maneuvers readied left, she can use any one maneuver up to the level of maneuvers she could usually initiate from the schools gained at her first Shrine Maiden level. She cannot iniate any single specific maneuver more than once per day with Revelatory Dream.
-At 2nd level, you don't gain Divine Bloodline. Instead you gain the Wonderful Shrine Maiden of Paradise feat as a bonus feat. If you already had it, you may choose another feat you qualify for.
-At 2nd level, and every two levels thereafter, you learn one extra maneuver from one of your schools, up to 23 maneuvers known at 20th level.
-At 3rd level you don't gain Holy Bomb. Instead you can now add your Wis mod to AC while wearing light or no armor.
-At 3rd level, and every 2 levels thereafter, you gain one extra readied maneuver, up to 14 readied maneuvers at 20th level.
-At 7th level you don't gain Channel God. Instead, you gain the following ability
A Shrine Maiden must persevere no matter what. At 5th level 1/day as an immediate action the Shrine Maiden can grant herself a Sacred bonus to AC, save or defensive ability/skill check equal to her Shrine Maiden level, after knowing she was going to fail/get hit. If you suceed/it fails, then you don't suffer any secondary ill effects from that attack.
At 9th, 13th and 17th level the Shrine Maiden can use this an aditional time per day.