Shrine Maiden (Shaman/Cleric)

A shrine maiden, or “miko” in the secret language of the temple shrines, is skilled in the ways of wards and healing, and blessed with a powerful connection to the spirit world that imbues her with both mystic knowledge and the ability to defend against the harmful and malicious spirits. Preferring to spend their time in quiet and meaningful meditation, shrine maidens are compassionate folk who are drawn from their sacred shrines by the prayers of sick and down trodden seeking aid and protection from malevolent spirits that roam and infest the lands. Whether it is the lost souls of the dead, or capricious fey creatures whose intentions are uncertain, the shrine maiden offers both healing and guidance to all who stand in need. Male shaman's who choose to follow this path are known as Shrine Priests. (Original Concept by JonathonWilder)

Primary Class: Shaman.

Secondary Class: Cleric.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The shrine maiden selects three cleric skills to add to her class skills in addition to the normal shaman class skills. The shrine maiden gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The shrine maiden is proficient with all simple weapons, and with light and medium armor, but not with shields.

Spirit Magic: This is exactly like the shaman ability of the same name. Alternatively, instead of choosing a spell from those granted by her chosen spirit as her spirit magic spell of a given level, she may select an abjuration or divination spell of the same level from the cleric spell list in its place.

Chastise Spirits (Su): Regardless of alignment, any shrine maiden can release a wave of energy by channeling the power of her chosen spirit. This energy can be used to cause or heal damage to creatures considered to be spirits (see Spirit Creatures below).

A good shrine maiden that channels spirit energy can choose to deal damage to evil and neutral spirits, or to heal good spirits. An evil shrine maiden that channels spirit energy can choose to deal damage to good and neutral spirits, or to heal evil spirits. A neutral shrine maiden must choose whether she channels spirit energy as a good or evil shrine maiden. Once this choice is made, it cannot be reversed.

Chastising spirits causes a burst of spirit energy that affects all spirit creatures of the right alignment (either good, neutral or evil) in a 30-foot radius centered on the shrine maiden. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage at the indicated levels (see Table: Shrine Maiden) up to a maximum of 7d6 and 19th level. Spirit creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the shrine maiden's level + the shrine maiden's Charisma modifier. Spirit creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A shrine maiden may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A shrine maiden can choose whether or not to include herself in this effect. This ability and weaken spirits replace wandering spirit, wandering hex, and the hexes gained at 4th, 12th, and 20th level.

Hexes: This is exactly like the shaman’s ability of the same name, except that the shrine maiden gains a hex at 2nd level and every four levels thereafter. She may also choose from the new hexes restricted to the Shrine Maiden multiclass archetype and listed below.

Turn or Command Spirits (Su): At 4th level, a shrine maiden gains Turn Undead (if a good or neutral shrine maiden) or Command Undead (if an evil or neutral shrine maiden) as a bonus feat. This feat only affects creatures considered to be spirits, as determined by the shrine maiden’s alignment.

Weaken Spirits (Su): At 11th level, a shrine maiden can strip spirits of their defenses instead of damaging them with her chastise spirits ability. When a spirit is weakened, it loses its spell resistance and any damage reduction overcome by magic weapons, silver or cold iron weapons, and aligned weapons (but not damage reduction overcome by adamantine weapons or that is untyped). In addition, an incorporeal spirit loses its immunity to nonmagical attacks, its 50% chance to ignore damage from corporeal sources, and its ability to move into or through objects.

To weaken spirits, a shrine maiden uses her chastise spirits ability but chooses to do less damage in exchange for weakening the spirits for a short time. For each 3d6 of chastise spirit damage the shrine maiden foregoes, the affected spirits are weakened for 1 round. For example, a 10th-level shrine maiden chastising two dread wraiths deals 4d6 points of damage to each dread wraith, but she could choose to deal 1d6 points of damage to each wraith and weaken them for 3 rounds. Spirits that make their Will save against the chastise spirits damage are unaffected by the weakening effect (but still take half the damage).

SPIRIT CREATURES

Spirits are often defined as the disembodied essence of the dead. However, for the purpose of the shrine maiden, a “spirit” includes all fey creatures, all incorporeal undead, and any creature with the elemental, kami, leshy, oni, or rakshasa subtype.

NEW HEXES

The following new hexes are restricted to the Shrine Maiden multiclass archetype.

Curse Eater (Su): The shrine maiden is treated as having the Improved Disarm feat and gains a +2 bonus on combat maneuver checks to disarm a creature of a magic item she knows to be cursed. If the shrine maiden successfully disarms a creature of a cursed item without using a weapon, she may automatically pick up the disarmed cursed item without immediately succumbing to the item's curse. She may wield or hold this cursed item for a number of rounds equal to her Charisma modifier (minimum 1 round)—during which time she may use the item normally, as if it were not cursed—before the item's curse manifests again.

Exorcise Spirits (Su): The shrine maiden can expend one use of her chastise spirit ability to force a possessing creature from its host body. The shrine maiden must make a melee touch attack against the possessed creature; if successful, the shrine maiden deals damage to the possessing creature as if it were targeted by the shrine maiden's chastise spirit ability (regardless of the possessing creature's creature type), and the possession effect ceases as the possessing creature is ejected from the host body. A successful Will save (DC = the shrine maiden's chastise spirit DC) halves the damage taken, and the possessing creature resists being ejected from its host.

Greater Spirit Seal (Sp): The shrine maiden can create a spirit seal that functions as the binding spell once per day. The shrine maiden must be at least 10th level and have the spirit seals hex to select this hex.

Spirit Recall (Sp): The shrine maiden can call back the spirit of a dead creature before the spirit of the deceased has completely left the body. Once per week, she can reconnect a spirit to its body, restoring life to a recently deceased creature. This ability must be used within 1 round of the victim’s death. This ability functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to –1 hit points (but is stabilized). The shrine maiden must be at least 10th level to select this hex.

Spirit Seals (Sp): The shrine maiden learns to create magical spirit seals that grant temporary effects. A shrine maiden can create a spirit seal on a spirit, a non-spirit creature, or on a solid surface —creating the seal in any case requires a standard action and a successful touch attack. A spirit seal’s caster level equals the shrine maiden’s character level.

Placed on a spirit (see Spirit Creatures below), the seal attempts to force the spirit’s compliance to the shrine maiden. The spirit touched must make a Will saving throw (DC = 10 + the shrine maiden’s level + the shrine maiden’s Charisma modifier) or be affected as if by charm monster spell.

Placed on a non-spirit creature, the seal grants energy resistance against one form of energy or damage reduction, along with an additional magical enhancement. The effects of this seal persist for 1 hour.

Placed on a solid surface, the seal functions as a glyph of warding. This seal can only duplicate the effects of a blast glyph, and deals a specific type of damage as indicated by the seal in question.

A shrine maiden can create a spirit seal by expending one use of her chastise spirits ability, yet she may never have more than one specific seal active at any time. Creating a spirit seal, for example, when the effects of a previous seal are still in effect causes the previous seal effect to immediately end. Any spirit with multiple types (or subtypes) can be affected by any of the spirit seals that apply.

Spirit Warrior (Su): The shrine maiden can enhance her weapon as a standard action by channeling the poser of her chosen spirit for 1 minute. Using this ability consumes one use of her chastise spirit ability. When channeled, the spirit causes the weapon to shed light as a torch. At 2nd level, this spirit grants the weapon a +1 enhancement bonus. For every four levels beyond 2nd, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 18th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anchoring, bane (fey, outsider [elemental, kami, leshy, oni, or rakshasa], and undead only), corrosive, corrosive burst, disruption,flaming, flaming burst, frost, icy burst, shock, and shocking burst. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The spirit imparts no bonuses if the weapon is held by anyone other than the shrine maiden but resumes giving bonuses if returned to the shrine maiden. These bonuses apply to only one end of a double weapon.

The Unseen Revealed (Ex): The shrine maiden gains a bonus equal to 1/2 her shrine maiden level (minimum +1) on Perception checks to detect haunts and incorporeal creatures and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled. This hex is a constant effect.

Table: Shrine Maiden