Hakurei Shrine Maiden (3.5e Class)

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Hakurei Shrine Maiden
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Hakurei Shrine Heir[edit]

Normally, if I just randomly go and fight, the culprit will show themselves in no time!
—- Reimu Hakurei, The Resident Miko of Hakurei Shrine

Purifying locations, Exterminating demons, evil spirits and undead, and protecting the border of Gensoukyo.

Making a Hakurei Shrine Heir[edit]

A Shrine Heir, also called a Miko purifies evil, calms the dead, and manages the borders between things. Gender can be either gender but mostly females there is one male Heir for every 1 million years and is the strongest Heir of the Hakurei Shrine.

Abilities: Charisma is the main spellcasting stat, Dexterity helps with Ranged attacks

Races: Any mostly fey

Alignment: Any non-evil

Starting Gold: 1d4×10 gp (25gp).

Starting Age: "Simple".

Table: The Hakurei Shrine Heir

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 +1 +1 +2 Aura of Holiness, Detect Evil, Spells Smiting Spell 1/day, Charms,Yin-Yang Orb (10 missiles) Bonus Feat, Curse item (10 per day), Charm speak 5 3
2nd +3 +2 +2 +3 Divine Grace, Luck, Bonus Feat 6 4
3rd +4 +3 +3 +4 Subdual Substitution, Bonus Feat 6 5
4th +5 +4 +4 +5 Advanced Learning, Smiting Spell 2/day, Bonus Feat 6 6 3
5th +6 +5 +5 +6 Purity of Body, Bonus Feat, Light travel, telepathy, Scythe of Hakurei, Curse item (20 per day) 6 6 4
6th +6 +5 +5 +6 Throw Charm(5d6+CHA), Bonus Feat 6 6 5 3
7th +7 +6 +6 +7 Bomb 1/encounter, Bonus Feat 6 6 6 4
8th +7 +6 +6 +7 Advanced Learning, Smiting Spell 3/day, Bonus Feat 6 6 6 5 3
9th +8 +7 +7 +8 Supernatural Power, Yin-Yang Orb (20 missiles), Bonus Feat 6 6 6 6 4 ——
10th +8 +7 +7 +8 Craft Spell Card, Throw Charm (10d6+CHA), Bonus Feat, Curse item (30 per day) 6 6 6 6 5 3
11th +9 +8 +8 +9 Timeless Beauty, Bonus Feat 6 6 6 6 6 4
12th +9 +8 +8 +9 Advanced Learning, Smiting Spell 4/day, Bonus Feat 6 6 6 6 6 5 3
13th +10 +9 +9 +10 Diamond Soul, Yin-Yang Orb (30 missiles), Bonus Feat 6 6 6 6 6 6 4
14th +10 +9 +9 +10 Throw Charm (15d6+CHA), Bonus Feat 6 6 6 6 6 6 5 3
15th +11 +10 +10 +11 Bomb 2/encounter, Bonus Feat, Curse item (40 per day ) 6 6 6 6 6 6 6 4
16th +12 +11 +11 +12 Advanced Learning, Smiting Spell 5/day, Bonus Feat 6 6 6 6 6 6 6 5 3
17th +13 +12 +12 +13 Evasion, Bonus Feat 6 6 6 6 6 6 6 6 4
18th +14 +13 +13 +14 Supernatural Power, Throw Charm (20d6+CHA), Bonus Feat 6 6 6 6 6 6 6 6 5 3
19th +15 +14 +14 +15 Yin-Yang orb (unlimited missiles), Bonus Feat 6 6 6 6 6 6 6 6 6 4
20th +30/20/15 +25 +25 +30 Advanced Learning, Smiting Spell 6/day, Fantasy Heaven, Bonus Feat, Curse item (unlimited) 6 6 6 6 6 6 6 6 6 5

Class Skills (10+ Int modifier per level, ×4 at 1st level)
Concentration(Con), Knowledge: Religion(Int), Knowledge: Nature(Int), Knowledge: The Planes(Int), Knowledge: Arcane(Int), Spellcraft, Profession, Craft, Sense Motive(Wis), Diplomacy(Cha), Intimidate(Cha), Handle Animal(Cha) .

Class Features[edit]

The Shrine Maidens aren't combatants, per se, but they are very powerful against their chosen foe. With diligent spiritual training and through keeping their body pure, they gain supernatural powers. The constant work they do with slips of paper called 'charms' they gain the dexterity necessary to throw them as a ranged implement - initially harmless, but eventually they can infuse them with their sacred power. The Hakurei Shrine Heir especially has access to the powerful Yin-Yang Orb. All of the following are class features of the Hakurei Shrine Heir.

Weapon and Armor Proficiency: The miko is proficient with light armor and all simple, bludgeoning weapons, as well as longbow and composite longbow. The miko is proficient with Charms.

Spells: A Miko casts spells from her list as a sorcerer, using charisma for both bonus spells, highest spell known and spell DC, however these spells are divine spells, thus not subject to Arcane Spell Failure; Not drawn from any single god, but from the purity of her spirit, and the holiness of the world. She uses a Gohei as a divine focus.. Shrine Maidens automatically know all the spells on their list:has quick casting and can do it once per rounds The heir can remove any curse they used.

0— Detect Magic, Guidance, Purify Food and Drink, Resistance, Virtue, Know Direction, Disrupt Undead
1st— Alarm, Hold Portal, Protection from Chaos/Evil, Detect Undead, True Strike, Magic Missile, Jump, Bless Weapon, Divine Favor, Entropic Shield, Feather Fall, Expeditious Retreat
2nd— See Invisibility, Shatter, Augury, Cat's Grace, Eagle's Splendor, Gentle Repose, Lesser Restoration, Heroism, Tongues, Whispering Wind, Arcane Lock, Protection From Arrows
3rd— Discern Lies, Death Ward, Dispel Magic, Good Hope, Haste, Arcane Sight, Daylight, Magic Circle Against Chaos/Evil, Searing Light, Glyph of Warding
4th— Freedom of Movement, Dimensional Anchor, Dismissal, Divination, Shout, Resilient Sphere, Lesser Globe of Invulnerability,Holy Smite,Restoration, Spell Immunity, Detect Scrying, locate creature, Air Walk
5th— Overland Flight, Break Enchantment, Commune, greater dispel magic, Dispel Chaos/Evil, Hallow,True Seeing, Permanency, Flame Strike, Greater Heroism, Telepathic Bond, Wall of Force, Spell Turning, atonement, disrupting weapon
6th— Banishment, Greater Glyph of Warding, Repulsion, Globe of Invulnerability, geas/quest, True Seeing, Chain Lightning, Antimagic Field, Legend Lore
7th— Arcane Sight, Greater, Prismatic Spray, Control Weather, Greater Restoration, Spell Turning, Holy Word, Forcecage
8th—: Moment of Prescience, Mind Blank, Holy Aura, Sunburst
9th— Miracle, Prismatic Sphere, Foresight, Mage's Disjunction, Meteor Swarm

Charms (Ex): Instead of material components, a Miko uses a strip of paper with a glyph drawn into it. These cost the same as the material components would. For more expensive material components, she will have to use special inks with price equal to standard material components. Presume a cost of 1 GP per 50 basic charms, weighing 1 pound. The miko usually creates the charms herself, presuming she has the time and resources

The charms are immensely lightweight and a miko can draw and throw up to 3 with a single hand; If equipped with the Quick Draw feat, there is again no limit to the number of charms she can draw. Typical Miko's Robes have hidden pouches in the sleeves and vest part, where she can store up to 50 charms.

Luck (Ex): As per the Luck domain power.

Light travel You travel at supernatural speed through anything and can float like light and can not get hit but you can hurt them with a 2d10 holy damage.

Yin-Yang Orb (Ex): This is a physical object owned by the shrine, which the heir learns to manipulate. This orb floats and attacks independently with Magic Missiles on miko's turn, targeting the closest enemy On levels 9, 13 and 19, the Miko becomes proficient enough with the Orb to fire an additional missile per round.

As a physical object, it can be stolen ,but has a chance to curse you and you have to pass a will save over 19 naturally or be cursed the heir' s choice ,but as a major artifact, it cannot be destroyed even by the highest god, and will eventually find it's way back to the family. Treat it as an Ioun Stone for most purpose.Choose a fey creature and you get it's abilities. The greatest powers of the Hakurei Yin-Yang Orb are:
- Even if you eat sweets, you won't get fat
- One of your favorite aromas can be given off
- The yin-yang orb can be disguised as a cute cat
-if you are the heir you get a +20 to your cha.and int. stat and cha. skills - your chosen fey creature you get all the chosen fey's special abilities and power and you get the looks and everything

Advanced Learning> (Ex): Starting at 4th level, a Hakurei Miko can add a spell to her list of spells known. This spell cannot have the Evil or Death subtype and must be of the school of Abjuration, Evocation or Divination.

Purity of Body (Ex): At 5th level, a Hakurei Miko gains immunity to all diseases except for supernatural and magical diseases.

Throw Charm (Ex): Starting at 6th level, a Hakurei Miko can throw a charm with a range increment of 50ft as a ranged attack, dealing 5d6 + Charisma bonus sacred damage on a hit. On creatures who are not Fey, Undead or do not possess the Evil subtype, this damage is subdual. This damage increases by 1d6 every four levels, henceforth. This attack ignores any miss chance due to incorporeality. It also counts as Good for the purpose of passing damage reduction of some creatures.

Charm speak you can charm a person like you casted the master charm person spell

Timeless Beauty (Ex): At 11th level, a Hakurei Miko gains a preternatural agelessness. Henceforth the Miko does not visibly age, outside hair color changes, and does not suffer aging penalties to physical stats; bonuses still accrue, and she still dies when her time is up.

Telepathy you become as powerful as a level 30 telepath.

Diamond Soul (Ex): At 13th level, a Hakurei Miko gains spell resistance equal to her current miko level + 10. In order to affect the miko with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the miko's spell resistance.

Craft Spell Card (Ex): ou now can craft blank spell cards, and gain knowledge on their usage, as detailed in Spell Cards. <- <-spell-like class feature-> (Sp): <-class feature game rule information->->

Detect Evil (Su): As Paladin Class Ability

Aura of Holiness (Su): You radiate an aura of holiness, making it difficult for you to hide your true nature. Youkai and spirit creatures need only succeed on a Spot check (DC 20 minus your Shrine Maiden class level) to recognize you for what you are (or at least as a threat).

Smiting Spell (Su): Starting at first level, you can as a free action once per day add your class level + Charisma modifier to a spell dealing HP damage. This effect only works on Undead, Evil-aligned Fey and creatures with the Evil subtype. This effect only happens once in case of effects with duration. You gain an additional usage of this ability on levels 4, 8, 12, 16 and 20 to a total of 6/day.

Divine Grace (Su): At 2nd level, a Hakurei Miko gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Subdual Substitution (Su): Starting at 3rd level, a Hakurei Miko can cast any spell she knows which deals hit point damage as a version dealing subdual damage, instead.

Bomb (Su): Starting at level 7, as an immediate action the Miko may spend one of her highest-level slots to gain total cover from any spell, spell-like or supernatural effect for 1 full round. She may use this ability once per encounter, and twice per encounter at 15th level. She also deals 5d6 point of sacred damage per the level of the slot spent, on a 30ft radius Burst.

Supernatural Power (Su): At level 9, A Hakurei Miko's spiritual powers have advanced enough that one of her spells with a duration of 1 hour per level can be activated as a Supernatural ability with a duration of 24 hours 1/day. She can choose any power of 5th level or lower. She gains another Supernatural Power at level 18.You gain supernatural speed you can not be caught.

Fantasy Heaven: (Su): Once per round, as an immediate action, you can enter a special state where you become incorporeal, all your Charm attacks become touch attacks, and you may take 15 on your attack rolls. You can also choose to cast any spell on your list as a swift action. This effect lasts for three rounds.


<-<-class feature->: <-class feature game rule information-> -> <- <-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information-> ->

Heir[edit]

You can make charms with out anything at level 20 and you can pass through any magical barrier and nonmagical barrier you pass even the magic God barriers.If you are a male Heir your can make 100 charms for 1 gold piece and you when you are cha. they have to role a 19-20 naturally to pass that bluff,intimidate, or diplomacy, and you are more cha. by +10 and your Orb's attacks are stronger you add the the number again so the 5d6 becomes a 10d12.

Epic Shrine Maidens[edit]

Table: The Epic <-class name->

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats-> You can bend and create wind and sonic like a level 30 bender
27th <-any improvements to class features gained at this level, including any bonus feats-> You can bend and create earth, metal, and sand like a level 30 bender
28th <-any improvements to class features gained at this level, including any bonus feats-> You can bend and create fire like a level 30 bender
29th <-any improvements to class features gained at this level, including any bonus feats-> You can bend and create water and blood like a level 30 bender
30th <-any improvements to class features gained at this level, including any bonus feats-> you become immune to magic and splints elemental damage in half->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Sycthe of Hakurei <-Damage: 20d10 -> <-Critical: x5 (10-20) <-Range:10ft.This weapon is made from sapphires and glows silver with the crest of a fox. This weapon is weight less to the Heir and to others it weighs 152,836 lbs. The weapon is unbreakable. This scythe can summon anything of the heir' s choice and your coin pouch never runs out of gold, silver, and copper and can't be stolen and if you try to steal from the heir or touch the weapon you are cursed. The scythe never misses and can change shape and size and it can talk.If you get hit you have roll higher than a 19 naturally or die.The weapon does all the elements and wounding.The weapon can resurrect the dead and souls,sports, and zombies and heal living people.The blade is a +5 weapon.The blade will always come back to you.The scythe is priceless and there is only one scythe.You can splint the scythe in half.

Campaign Information[edit]

Playing a Hakurei Shrine Maiden[edit]

Religion: <-Any

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Hakurei Shrine Maidens in the World[edit]

Template:A hour<- The people who never try never know and never understand us->|orig=<-Tails->, <-Fox-> <-Hakurei Heir->}}

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Hakurei Shrine Maiden Lore[edit]

Characters with ranks in Knowledge: Religion can research Hakurei Shrine Maidens to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Shrine Maidens combat evil spirits and purify locations.
10 Hakurei Shrine Maiden is responsible for guarding the gateway to Gensoukyo.
15 A Specific Shrine Maiden was the inventor of the Spell Card System (reveal info about the spell card system.)
20 If the Hakurei Shrine Maiden is ever slain, chances are the entire plane of Gensoukyo will collapse.

Hakurei Shrine Maidens in the Game[edit]

Hakurei Shrine Maidens fill a similar, albeit a more arcane role, as Paladins in combatting specific threats. Their deep motivation towards fighting supernatural evil and defending communities means that while they do prefer lounging in their shrines, they are among the first to take action when there's trouble afoot

Adaptation: Removing the trappings of the original setting, this class could easily be opened for other races; Ofudas could be traded for throwing knives, dealing 1 dice less damage. Casting could be changed to Int or Wis focus without undue trouble. The specific Relic of Yin-Yang orb could be removed, and instead another weapon or benefit could be used, but it should roughly equal an effect or creature half the Shrine Maiden's Hit Dice in effect. Giving Monk's unarmed damage and ki strike progression might be an apt compensation for more melee-focused characters, for the orb.

Sample Encounter: Reimu Hakurei is hunting a man-eating Youkai, and requests the PCs assistance.

EL 21: Reimu Hakurei CR 21 Female Human - Shrine maiden 20 LG Humanoid(human)


Senses: [special], Listen -1, Spot -1 Init: +6 (modifiers) Aura: Purity (spot 20 obvious) Languages: Common, Celestial, Draconic


AC: 12, touch 12, flat-footed 10 (modifiers) CMD: 27 Hit Points: 134 HD: 20d8 Miss Chance: DR: Immune: nonmagical disease Resist: SR 30 Fort +6, Ref +6, Will +12 Weakness: murky eyed; -1 attack and perception in low light.


Speed: 30ft; 40ft flight Melee: unarmed strike, +15/+10/+5, 1d4. Ranged: Ofuda +16/+11/+6, 4d6+7, +14/+14/+9/+4, 4d6+7 Autonomous magic missiles, 4d4+4 , 125ft; Base Atk: +15 Grapple: +15 CMB: +15 Atk Options: Smiting Spell +27 (6/day), Bomb 9d6, 2/encounter, Spell Cards. Special Actions: Luck Reroll 1/day, Detect Evil at will Combat Feats: Point Blank Shot, Rapid Shot, Precise Shot, Improved Unarmed Strike Combat Gear: Robes, Unending Ofudas, Spell Cards Metamagic Feats: Heighten Miko Spells Known (CL 20); Base DC +17 Supernatural: 1/day 24 hour Overland Flight, 24 hour moment of prescience


Str 10, Dex 13 [+1], Con 14 [+2], Int 12 [+1], Wis 8 [-1], Cha 25 [+7] Special Qualities: Feats: (1)Point Blank, (b)Precise, (3) Improved Unarmed, (6) Rapid Shot, (9)Spell Card Bomb, (12)Improved Initiative, (15)Quickdraw ,(18) Heighten Skills: Concentration, Spellcraft, Intimidate 23 ranks Possessions: [normal]; +5 Tome of Charisma, box of endless charms Advanced Learning 2 scorching Ray, 4 Flame Strike, 6 contingency, 8 Firestorm, 9 Crushing Hand


Cantrips: 6/day -- Detect Magic, Guidance, Purify Food and Drink, Resistance, Virtue, Know Direction, Disrupt Undead

1st Level: 8/day -- Alarm, Hold Portal, Protection from Chaos/Evil, Detect Undead, True Strike, Magic Missile, Jump, Bless Weapon, Divine Favor, Entropic Shield, Feather Fall, Expeditious Retreat

2nd Level: 8/day -- See Invisibility, Shatter, Augury, Cat's Grace, Eagle's Splendor, Gentle Repose, Lesser Restoration, Heroism, Tongues, Whispering Wind, Arcane Lock, Protection From Arrows

3rd Level: 8/day -- Discern Lies, Death Ward, Dispel Magic, Good Hope, Haste, Arcane Sight, Daylight, Magic Circle Against Chaos/Evil, Searing Light, Glyph of Warding<p> <p>4th Level: 7/day -- Freedom of Movement, Dimensional Anchor, Dismissal, Divination, Shout, Resilient Sphere, Lesser Globe of Invulnerability,Holy Smite,Restoration, Spell Immunity, Detect Scrying, locate creature, Air Walk

5th Level: 7/day -- Overland Flight, Break Enchantment, Commune, greater dispel magic, Dispel Chaos/Evil, Hallow,True Seeing, Permanency, Flame Strike, Greater Heroism, Telepathic Bond, Wall of Force, Spell Turning, atonement, disrupting weapon

6th Level: 7/day -- Banishment, Greater Glyph of Warding, Repulsion, Globe of Invulnerability, geas/quest, True Seeing, Chain Lightning, Antimagic Field, Legend Lore

7th Level: 7/day -- Arcane Sight, Greater, Prismatic Spray, Control Weather, Greater Restoration, Spell Turning, Holy Word, Forcecage

8th Level: 6/day -- Moment of Prescience, Mind Blank, Holy Aura, Sunburst

9th Level: 6/day -- Miracle, Prismatic Sphere, Foresight, Mage's Disjunction, Meteor Swarm


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