Misakuwo (Mee-sah-Koo-oh)
Druids, even some rangers, are said to have a gift for communing with nature.
Anyone who takes up the trade of an Orisnuc Misakuwo? They put all the others to shame.
The profession of a Misakuwo is a unique one. Similar to ranger, or woodsman, they guard and protect Orisnuc land from both natural and unnatural threats. But they are also almost as in tune with nature, or “The Green” as a druid would call it, like any nature cleric.
Misakuwo in the Orisnuc language of Noru means ‘Gladewarden’. It’s an accurate term. Members of this profession watch and protect the lands favored by the Orisnuc. They look to stop abuse of the land and nature, but also protect travelers through those lands. They share similar goals as organizations like Falcon’s Rangers and others.
Trained Misakuwo are found along many trails and roadways over Orisnuc territory, guarding those locations with keen eye. But many Misakuwo do set out for adventure with like-minded mercenaries and Pathfinders. Using their astounding skills at woodcraft, stealth, and trick arrows, they are a valuable asset to any group of Pathfinders.
A Misakuwo sits on the knife’s edge between a ranger, rogue, and a druid. These are individuals with a passion to both teach understanding of nature and its spirits and guard the Green against people that would abuse it.
Class Skills
The Misakuwo has the following professional, or class, skills
Skill Points at each Level 5 + Int modifier.
Class Features
Open to see Base Attack Bonus and Save Bonus Per LevelMisakuwo Base Attack Bonus and Save Bonus Per Level
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save |
---|---|---|---|---|
1st | +1 | +2 | +2 | +0 |
2nd | +2 | +3 | +3 | +0 |
3rd | +3 | +3 | +3 | +1 |
4th | +4 | +4 | +4 | +1 |
5th | +5 | +4 | +4 | +1 |
6th | +6/+1 | +5 | +5 | +2 |
7th | +7/+2 | +5 | +5 | +2 |
8th | +8/+3 | +6 | +6 | +2 |
9th | +9/+4 | +6 | +6 | +3 |
10th | +10/+5 | +7 | +7 | +3 |
11th | +11/+6/+1 | +7 | +7 | +3 |
12th | +12/+7/+2 | +8 | +8 | +4 |
13th | +13/+8/+3 | +8 | +8 | +4 |
14th | +14/+9/+4 | +9 | +9 | +4 |
15th | +15/+10/+5 | +9 | +9 | +5 |
16th | +16/+11/+6/+1 | +10 | +10 | +5 |
17th | +17/+12/+7/+2 | +10 | +10 | +5 |
18th | +18/+13/+8/+3 | +11 | +11 | +6 |
19th | +19/+14/+9/+4 | +11 | +11 | +6 |
20th | +20/+15/+10/+5 | +12 | +12 | +6 |
Misakuwo Features and Abilities Per Level
Level | Special Features |
---|---|
1st | Forest Wraith, Eyes of the Wild, Favored Enemy |
2nd | Trapfinding, Healing Oils |
3rd | Favored Species, Trap Arrow, Favored Terrain |
4th | Hunter’s Bond, Evasion |
5th | Favored Enemy |
6th | Trap Arrow |
7th | Swift Stride |
8th | Favored Species, Favored Terrain |
9th | Trap Arrow |
10th | Favored Enemy |
11th | Camouflage |
12th | Trap Arrow |
13th | Favored Species, Favored Terrain |
14th | Spirit Talker |
15th | Trap Arrow, Favored Enemy |
16th | Improved Evasion |
17th | Hide in Plain Sight |
18th | Favored Species,Trap Arrow, Favored Terrain |
19th | Shield of the Spirits |
20th | Master Hunter |
Class Feature Details
Misakuwo are skilled in the use of simple and martial weapons, light armor, medium armor, and shields. The only exception is tower shields.
This allows the Misakuwo to use their Stealth skill to hide in any Favored Terrain, even if that terrain has no ability to grant cover.
Once they reach 4th level, the Misakuwo gains the chance to avoid magical and unusual attacks. To evade those attacks, the Misakuwo must make a successful Reflex saving throw. If they succeed against an attack that does half-damage on a successful save, the Misakuwo takes no damage. The Misakuwo may only use Evasion if they are wearing light, medium or no armor. If the Misakuwo is helpless, they may not use this ability.
At 1st level, the Misakuwo gains the darkvision ability with a range of 30 feet. If they already possess darkvision, they gain an extra 10 feet to their darkvision range.
Starting at 1st level, then again at 3rd and 5th, 10th, and 15th, the Misakuwo can select a type of creature from the “favored enemies” list.
This grants the Misakuwo gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of that type. Any weapon attacks and damage rolls are at a +2 against creatures of that type. They may also make untrained Knowledge skill checks when attempting to identify creatures of that type.
At levels beyond 3rd, instead of selecting a new Favored Enemy, the Misakuwo may select the same Favored Enemy type again. This increases all bonuses by +2 each time that type is selected again.
If a creature falls in two or more categories of favored enemy, the bonuses don’t stack. Instead, the Misakuwo uses only the higher bonus.
Open for the Favored Enemies List
Elohey Ranger and Misakuwo Favored Enemies List
Type (Subtype)
- Aberration
- Animal
- Construct
- Dragon
- Humanoid (aquatic)
- Humanoid (bugbear)
- Humanoid (driderii)
- Humanoid (dwarf)
- Humanoid (elf)
- Humanoid (gnome)
- Humanoid (goblin)
- Humanoid (kobold)
- Humanoid (halfling)
- Humanoid (harpy)
- Humanoid (human)
- Humanoid (medusa)
- Humanoid (orc)
- Humanoid (pisky)
- Humanoid (treant)
- Humanoid (other subtype)
- Magical beast
- Monstrous humanoid
- Ooze
- Outsider/Outlander (air)
- Outsider/Outlander (chaotic)
- Outsider/Outlander (demon)
- Outsider/Outlander (earth)
- Outsider/Outlander (evil)
- Outsider/Outlander (fey)
- Outsider/Outlander (fire)
- Outsider/Outlander (good)
- Outsider/Outlander (lawful)
- Outsider/Outlander (native)
- Outsider/Outlander (water)
- Plant
- Undead
- Vermin
A Misakuwo selects a species of non-magical animal as a species they have studied and befriended. As part of this, they have learned to communicate with that species as per the Speak with Animals spell. But it is only with the chosen species.
Once the Misakuwo has selected a species, they may not change it, not even with a wish spell.
They may select a non-magical species that they have befriended every five levels starting at 3rd level.
Note this is not Wild Empathy. The Misakuwo cannot alter the mood of a favored species but Misakuwo may use their Diplomacy skill to strike a bargain or negotiate with the befriended species.
Starting at 3rd level and every 5 levels after that, the Misakuwo may select a terrain type they have studied and attuned themselves to. Their studies include the native life and nature spirits that live there.
For every selection of a Favored Terrain, the Misakuwo gains a +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks when in this terrain. A Misakuwo leaves no sign of their passage through this favored terrain and cannot be tracked there unless they choose otherwise.
If the Misakuwo selects the same terrain again at levels beyond 3rd, the bonus increases by +2. Some terrains fall into more than one category, but the bonuses do not stack. Therefore, the Misakuwo uses the higher bonus related to that Favored Terrain.
Open for the Favored Terrains List
Ranger and Misakuwo Favored Terrain List
Favored Terrains
- Cold (ice, glaciers, snow, and tundra)
- Desert (sand and wastelands)
- Forest (coniferous and deciduous)
- Jungle
- Mountain (including hills)
- Plains
- Planes (pick one, other than Material Plane)
- Swamp
- Underground (caves and dungeons)
- Urban (buildings, streets, and sewers)
- Water (above and below the surface)
A Misakuwo can add 1/2 their level ( with a minimum of 1 ) to all Perception and Survival skill checks while in a wilderness setting.
At 2nd level, the Misakuwo studies how to mix and brew healing oils. These oils are often used as topical healing salves and oils. But it isn't out of the question for a Misokuwo healing oil to be used in preparing a meal. When used, the healing oils grant 1d6 + 1/2 the Misakuwo’s level in healing.
If this oil is used against undead, it causes the same damage and effect as an acid arrow spell.
At 17th level, a Misakuwo may use their Stealth skill to conceal themselves, even if they are being observed. They may only use this ability when they are in one of their Favored Terrains.
When the Misakuwo reaches 4th level, they may choose to form a long-lasting bond with an animal companion. They may select from the animal companion list:
Ranger, Druid, Misakuwo Standard Animal Companion List
- Baboon
- Badger
- Bat
- Hawk
- Boar
- Cat
- Crab
- Deer
- Dire Bee
- Dire Wolf
- Dire Owl
- Dire Bat
- Dire Rat
- Dire Raven
- Dire Spider
- Eagle
- Falcon
- Flying Snake
- Frog
- Giant Badger
- Giant Centipede
- Giant Crab
- Giant Fire Beetle
- Giant Frog
- Giant Poisonous Snake
- Giant Rat
- Giant Weasel
- Giant Wolf Spider
- Goat
- Hawk
- Hyena
- Jackal
- Kangaroo
- Lizard
- Mastiff
- Mule
- Octopus, Ink Cloud
- Owl
- Panther
- Poisonous Snake
- Pony
- Rat
- Reindeer
- Rendercoon
- Raven
- Scorpion
- Sea Horse
- Spider
- Steelgray Wolf
- Stirge
- Weasel
- Wolf
- Zebra
The animal companion is a loyal friend and companion that travels with the Misakuwo on their adventures. This companion shares the Misakuwo’s favored enemy and terrain bonuses.
This functions as per the druid’s animal companion ability with the exception that the “effective druid level” is the Misakuwo’s level -3.
Once the Misakuwo reaches level 16, their Evasion becomes Improved Evasion. This works and functions like Evasion but in addition, if the Misakuwo fails a Reflex saving throw against a magical or unusual attack, they only take half damage. If the Misakuwo is helpless, they may not use this ability.
Once the Misakuwo reached 20th level, they become a master of their favored terrains. They can always move at full speed while using Survival to track with no penalty. During combat, the Misakuwo may, as a standard action, make one attack against a favored enemy at the character’s full attack bonus.
If this attack is successful, the target takes the full damage and must make a Fortitude save or die with a DC of 18 + the Misakuwo’s Wisdom modifier.
As an alternative, the Misakuwo can elect that the damage is non-lethal. In which case, if the target fails their Fortitude save, they suffer the condition Stunned. At which time, the target drops anything they are holding, cannot take any actions, suffer a -2 penalty to their AC, and lose any Dexterity bonus to AC.
The Misakuwo may use this ability once per day against each favored enemy type they have, but not against the same creature more than once in a 24-hour period.
At 19th level, the Misakuwo is shielded from magical attack by the elemental spirits from the Misakuwo’s Favored Terrains. The Misakuwo gains a spell resistance of 10 + Misakuwo level. This ability only works when the Misakuwo is in one of their Favored Terrains.
At 4th level, a Misakuwo gains the ability to case a small number of nature-based divine spells, which are drawn from the ranger spell list. A Misakuwo may learn these from other Misakuwo, druids, shamans, or rangers.
To cast a spell, a Misakuwo must have a Wisdom score equal to at least 10 + the level of the spell. The Difficulty Class for a saving throw, unless otherwise specified, against a Misakuwo spell is 10 + the level of the spell + the Misakuwo’s Wisdom modifier.
Like any spellcaster, the Misakuwo has a certain number of spell points per day they may spend on casting as per How to Calculate Spell Points on the Spell Point System. Their Wisdom Bonus applies to their spell points per day calculation.
A Misakuwo has no caster level until they reach 4th level. At 4th level and higher, their caster level is equal to their current level - 3.
At 14th level, a Misakuwo attracts the attention of elemental spirits associated with one of the Misakuwo’s Favored Terrains. They bring warning and news from the wilderness allowing the Misakuwo the Uncanny Dodge Feat so long as the Misakuwo is in one of their Favored Terrains.
The Misakuwo learns to move effortlessly through different types of undergrowth without being hindered. At 7th level, a Misakuwo is allowed to move through thorns, briars, overgrown areas and similar undergrowth at normal speed without taking any damage.
At 3rd level, and every 3 levels thereafter, the Misakuwo has learned the ability to make a particular trick or ‘trap’ arrow. At those levels, the Misakuwo selects which type of trap they learn to make.
Once the Misakuwo has learned a type of trap arrow to make, they cannot unlearn it.
Attaching the trap is a standard action if done in combat and may only be done to an arrow.
To create a trap or effect for future arrow attachment, the Misakuwo uses similar rules as the official Pathfinder rules for 'Create Wondrous Item'. The Misakuwo must have the tools for crafting these special arrowheads, the component materials already harvested from their Favored Terrain, and a full quiver of 20 standard, non-magical fletched arrow shafts ready to be fitted into the crafted arrowheads.
This trap arrowhead crafting requires 8 uninterrupted hours of skilled working, at the end of which the Misakuwo rolls on their Craft Bows skill. If they beat the DC -- which will usually be the Misakuwo's current level plus 5, but may be higher if they planned to do a mixed batch of trap arrow types in one day -- they have prepared 20 heads ready to securely store until needed.
Note that arrows stored in magical quivers such as “Badger’s Quiver”, or a quiver that magically stores endless amounts of arrows cannot be used with this ability, because of the magic of the quiver interfering with the ability of the Misakuwo’s traps.
Open for the Trap Arrow Types
The arrow is a blunt arrowhead that shatters on impact, coating the target in acid. The target takes 1d6 + 1/2 the Misakuwo’s level in damage. The target may roll a Reflex save vs 10 + 1/2 the Misakuwo’s level as the DC to negate the damage.
The arrow is a blunt arrow and does no damage. But on impact, will create a sudden, loud noise as per the “Alarm” spell.
The arrow is a blunt arrow and does not do normal arrow damage. On impact, the arrow shoots out barbs in a 10 foot radius, spearing anything nearby including the target.
All targets in this range will be speared with 1d4+1 barbs that each deal 1 point of damage. Targets may roll a Reflex save vs 10 + 1/2 the Misakuwo’s level to half the number of barbs they are hit with.
These barbs make climbing, swimming, and acrobatic skill checks much more difficult. Those skill checks are performed at a minus equal to the number of barbs ( 1d4+1 ) the target was impaled with.
Barbs can be removed if the target is not in combat and a successful Heal skill check vs 10 + 1/2 the Misakuwo’s level. If the check fails, the barb is removed, but the target takes an additional 1d4 points of damage per barb.
The barbs crumble after a number of rounds equal to the Misakuwo’s level.
The arrow is a blunt arrow and does no damage. On impact, the arrowhead releases a bright flash that causes a shadowy, humanoid figure to appear 60 feet away from the target. This shadow figment will either run away or toward the target by the Misakuwo’s discretion.
The target may attempt a Will save or Perception check vs 10 + 1/2 the Misakuwo’s level to realize this is only a harmless illusion. Success disrupts the illusion, causing it to fade.
The arrow is a blunt arrow and does not do normal arrow damage. Instead, it explodes on contact with a target, causing 1d6 + 1/2 the Misakuwo’s level in fire damage to the target. The fire lasts 2d4 rounds.
The arrow is a blunt arrow and does not do normal arrow damage. Instead, it shatters on contact with a target, spraying the target in ice powder, causing 1d4 + 1/2 the Misakuwo’s level in cold damage to the target.
Also, the target must make a Reflex save vs 10 + 1/2 the Misakuwo’s level as DC. If they fail, they are ensnared and stuck to the ground. If successful, the damage is halved, and the target is not ensnared. The ice lasts 2d4 rounds.
The arrow is a blunt arrow and does no damage. But on impact, the healing oils contained in the arrowhead are released, granting 1d6 + 1/2 the Misakuwo’s level in healing.
If this arrow is used against undead, it causes the same damage and effect as an acid arrow spell.
The arrow is a blunt arrow and does not do normal arrow damage. The arrowhead breaks open on contact, scattering glowing herbs and dust into the air in a 10 foot radius. All creatures in this radius are covered in the dust that glows with a candle-like light.
All such targets affected by this take a -2 penalty on all Stealth checks. Invisible targets are no longer invisible, as the glowing dust outlines them. The effect lasts for 1 round per the Misakuwo’s level or until the dust is washed off ( this is a move action if in combat ).
The arrow is a blunt arrow and does not do normal arrow damage. Once hit, the target is now marked with a dye or scent of the Misakuwo’s choosing. This dye or scent causes a -4 on all Stealth, Survival checks and any DC against being tracked by the Misakuwo.
This arrow does the normal damage for an arrow. In addition, the target suffers the condition of poisoned. The target takes 1d4 Con damage per round for 6 rounds. If the target makes a Fortitude save vs 10 + 1/2 the Misakuwo’s level, then the damage is 1 point of Con for 3 rounds.
The poison’s effects can be removed early through a healing spell or a Heal skill vs 10 + 1/2 the Misakuwo’s level.
The arrow is a blunt arrow and does not do normal arrow damage. On impact, the target is showered with the dust from a rust monster’s antennae. This causes 1d4 points of damage to any metal objects the target is wearing. Damage taken is a penalty to the effectiveness of the metal item. Armor takes a -1d4 AC and weapon damage is reduced by 1d4.
If the target makes a successful Reflex save vs 10 + 1/2 the Misakuwo’s level, then the target’s metal items take no damage.
The arrow is a blunt arrow and does not do normal arrow damage. When the arrow strikes the target, a cloud of smoke is released that fills a 10 foot radius around the target. This acts as per Fog Cloud.
The smoke obscures all sight and sight based abilities such as darkvision, beyond 5 feet. Creatures in this smoke cloud have a -5 to all attack rolls and may not use sight to locate opponents.
This smoke may be dispersed by a moderate wind, or will naturally disperse in 4 rounds. A strong wind will remove the smoke in 1 round.
This smoke does not move with the target, it remains where the arrow landed.
The arrow is a blunt arrow and does not do normal arrow damage. On impact, the arrowhead breaks open to release a series of thin, rubbery vines that snare the target.
The target must roll a Reflex save vs 10 + 1/2 the Misakuwo’s level. Success means they are not snared. If they fail, they are Ensared until they are able to make a STR check vs 25 DC to escape.
Alternatively, the target may make an Escape Artist check vs 10 + 1/2 the Misakuwo’s level. A success means they escape the snare.
Any target caught in the snare cannot move from that location until freed.
The arrow is a blunt arrow and does not do normal arrow damage. When the arrow hits a target, the arrow breaks open and releases an oily scent onto the target. This oil attracts an insect, spider, or rat swarm to attack the target.
This swarm remains in the target's area for 1 round per level of the Misakuwo. After that, the oil loses its effectiveness and the swarm leaves.
The Misakuwo becomes adept at locating traps at 2nd level. A Misakuwo adds 1/2 their level to any Perception checks to locate traps and 1/2 their level to and Disable Device checks to disable traps.
Ranger, Misakuwo, and Paladin Base Spell Points
Level | Spell Points |
---|---|
1 | 0 |
2 | 0 |
3 | 0 |
4 | 0 |
5 | 1 |
6 | 1 |
7 | 1 |
8 | 3 |
9 | 4 |
10 | 4 |
11 | 7 |
12 | 9 |
13 | 10 |
14 | 14 |
15 | 17 |
16 | 19 |
17 | 20 |
18 | 24 |
19 | 27 |
20 | 33 |
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