Miko

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Mikos are the shrine maidens of Rokugan. You have to guide your party through the perils of adventuring through channeling your deity through sacred dance, through the powers they give you, you can smite the opposition and gain benefits to your party. Furthermore you can cast a limited list of spells in order to help your allies and heal them from any unfortunate accidents that may occur. You get the ability to remove several unfortunate conditions from your allies and keep them working at full capacity in order to keep corrupt forces at bay.

Role: Spell Support

Characteristics: Shrine maidens who heal their allies through Dance

Source: Homebrew

Game Rule Information

The Miko has the following game statistics.

Abilities: Wisdom for the casting stat and ability to cast spells, Dexterity for getting a high AC and avoiding getting hit

Alignment: Any Good

Hit Die: d6

Starting Gold: 5d4 x 10

Class Skills

The Miko's class skills are Balance (Dex), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Perform (Dance) (Cha), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Miko.

Weapon and Armor Proficiency: A Miko is proficient with simple nonlethal or holy weapons, no armor

Spells: The Miko is able to cast spells from the Miko spell list. The list has little in the way of combat options and instead focuses on healing, buffing, and debuffing. The Miko casts her spells spontaneously with no need for prior preparation. The DC for the Miko's spell DC is equal to (10+ Miko Level). In order to cast a spell, you must have a Wisdom score of 10+ the spell level being cast.

Detect Evil Sp: The Miko can use Detect Evil at will.

Cleanse Fear Su: At first level a Miko with 3 or more ranks in the Perform (Dance) skill becomes able to perform a rousing dance which cleanses the Fear effect from 4 allies of her choosing that see her. Similar to a Remove Fear spell.

Turn Undead Su: At second level a Miko becomes able to turn undead equal to 3 + her Wisdom modifier times per day. In addition, her senses for the supernatural are sharpened, giving her a +3 bonus on spot checks involving the undead.

Bless Sp: At second level a Miko with at least 3 ranks in the Perform (Dance) skill becomes able to perform a dance which blesses all allies that see it similar to the Bless spell. At level 6 and every 4 levels after that (10, 14, 18) the bonus increases by 1. At each increment the required Perform (Dance) ranks increase by 4.

Cleanse Poison Sp: At 2nd level, a Miko with at least 4 ranks in Perform (Dance) gains the ability to cleanse poison for 4 targets of her choosing, as if casting a Neutralize Poison spell.

Divine Grace Su: At 3rd level, a Miko gains a bonus equal to her Wisdom bonus (if any) on her saving throws.

Cleanse Disease Sp: At 3rd level, a Miko with 5 ranks in Perform (Dance) gains the ability to cleanse disease on 4 allies of her choosing who can see her, as if casting a Remove Disease spell.

Cleanse Paralysis: At 5th level, a Miko with 8 ranks in Perform (Dance) gains the ability to cleanse paralysis on 4 allies of her choosing which can see her, as if casting a Remove Paralysis spell.

Holy Smite Su: At 5th level the Miko gains one of her only offensive abilities. Once per day she can channel the power of her deity to smite an enemy of the Evil alignment. The attack takes a full round to use and is cast as a ray of golden light from the Miko’s finger. She adds her Wisdom bonus (if any) to her attack roll and deals weapon damage + WIS Mod +Miko Level damage. At levels 11 and 17 the Miko becomes able to use Holy Smite an extra time per day to a maximum of 3 times.

Cleanse Blindness Sp: At 7th level, a Miko with 10 ranks in Perform (Dance) gains the ability to cleanse blindness on 4 allies of her choosing which can see her, as if casting a Remove Blindness spell.

Fortune Telling Sp: At 8th level a Miko becomes more attuned to the threads of fate and destiny, by channeling your deity you are able to accurately tell the fortunes of others. Once per day she is able to use this ability as the spell Augury

Cleanse Petrification Sp: At 9th level, a Miko with 12 ranks in Perform (Dance) gains the ability to restore up to 4 petrified allies to health once per day, as if casting a Stone to Flesh spell.

Deity Communication Su: At 10th level, a Miko with 16 ranks in *Perform (Dance)* gains the ability to commune directly with her god through dance once per week. This functions as the spell Commune.

Incarnation Su: At 20th level, a Miko with at least 30 ranks in Perform (Dance) unlocks the most powerful ability of her class. After a special dance lasting 2 full rounds the Miko is able to draw her god’s attention and solidify a connection between them. This can only be done once every 2 weeks. After a burst of Holy power the Miko channels the Deity, becoming their avatar in the mortal realm. While in this state the Miko is able to use the abilities of her deity at around half of their usual power. The Miko can maintain this state for 3 rounds, after which she can either let the connection dissipate naturally or try and continue by force. Should she let it dissipate the connection disappears and the Miko becomes exhausted for 1d6 rounds. In addition the connection saps some of her soul power, resulting in a loss of 150 exp total. Should the Miko try to persist she must roll an ever increasing concentration check after every round (DC 15 + 5 per extension). If she succeeds until eventually letting it dissipate she becomes exhausted for 1d8 rounds and takes more soul power drain than if she had let it end previously (50 extra per round extended). Should she fail the check the ability backfires and the connection shatters. In this situation the Miko takes significantly more damage to her strength and psyche. Drained of all strength she becomes paralyzed for 1d8 hours, after which she’ll be exhausted for another 24 hours. The mental damage is also significant. The backlash drains a large amount of soul power from her (100 per round the ability was active). She also takes 1d6 wisdom damage for a week.