The Maidens are an ancient order originally founded by an organization known as the Horadrim to hunt down and eliminate rogue mages within their own ranks. Several powerful maidens came to Ilysador and established the organization here finding that they could get plenty of work amongst the Mage Guilds, employing secret disciplines and resistances to combat the magical abilities of their elusive quarry. Common people know nothing of the Maidens, but they are widely feared and respected by all who employ the magic arts. The Maidens Order is rumored to be located in Okhora.
HD d8
Requirements
To qualify to become a Maiden of Horadrim, a character must fulfill all the following criteria. Alignment: Must be of a Lawful alignment
Special: Must be female
Class Skills
The maiden’s class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (planes) (Int), Perception (Wis), Stealth (Dex), Sense Motive (Wis), Survival (Wis), Use Magic Device.
Skill Points4 + Int modifier.
Class Features
All of the following are class features of the maiden.
Weapon and Armor Proficiency: Maidens are proficient with crossbow (light or heavy), dagger, kama, shuriken, cestus and claw weapons. Maidens are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a maiden loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Ki Charges: A maiden’s martial arts consist of a dogmatic series of blows, slowly building up their deadly effectiveness. Certain techniques, called Ki Charge (feat), serve to set up Finishing Moves. What occurs is the maiden is tapping into the power or her mystic Ki. By declaring the specific Ki Charge, she is channeling the Ki into a specific form later to be released through a finishing move. When a maiden successfully uses a Ki Charge, she receives one charge, to a maximum of three charges. As the charges are manifested they appear as small spheres of energy that hover around the maiden. The color of the sphere depends upon the type of charge feat being used. The charges can not be attacked or damaged and the maiden can not loose them even when sustaining damage. Once they are manifested they only dissipate when released or discharged at the end of the time allotted. The effects of the charges depends on the number of charges she has built up. Charges can be held for one minute per four maiden levels, after which it dissipates and has to be built up anew. To set a Ki charge, simply indicate that you wish to activate it. At each successful attack a charge is built up. You may release the charges then by using a Finishing Move. Charges can be built up using a flurry of blows. Ki Charge feats can only be used one at a time until the charges are discharged, they do not stack. And only 1 type of Ki Charge can be used per round. However a maiden may use any of her Ki Charge powers, per her level, while she has charges. If you discharge your Ki charge, you can not start a new Ki Charge in the same round even if you still have moves/attacks. You must wait until the next round to start a new Ki Charge even if it is the same feat.
Example: The first round the maiden attacks she has no charges but declares to use Dragon Talon during her move and builds a charge. On her second round attacking, she attacks with Dragon Talon and receives the one charge bonus but also gains a second charge. On her third round she attacks and decides to use FIsts of Fire intead and now recieves the 2 charge bonus she has built up with that attack and also recieves a 3rd charge. On her fourth round she may choose to use a finishing move and deplete her 3 charges or she may choose to use another Chi Charge power but cannnot receive anymore charges but will recieve the bonus of her three charges.
Finishing Moves: Some of the most deadly techniques taught to the maidens are Finishing Moves, which she uses at the culmination of building charges from a Ki Charge feat. When a maiden uses a Finishing Move, she immediately exhausts all charges she has built up. The precise effect of a Finishing Move depends on the number of charges expended. On the maidens next attack she must declare that she is using a finishing move, this will dissipate all charges built up. Thus they Ki charges will be released on this next attack. They can only be used once per round.
Synergies: As the maiden gains in power and increases her arsenal of Ki Charge feats and Finishing moves, she so too increases her power with the moves she has already mastered. Upon attaining new Ki charge feats or finishing moves the maiden will receive a synergy power bonus from that newly acquired feat.
Table 1-1:
Class
Level
|
Base Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
Flurry of Blows
Attack Bonus
|
AC Bonus
|
1st
|
0
|
2
|
2
|
2
|
Tiger Strike, Flurry of Blows,
vow of chastity, Bonus Feat
|
-2/-2
|
0
|
2nd
|
1
|
3
|
3
|
3
|
Dragon Claw, Evasion
|
-1/-1
|
0
|
3rd
|
2
|
3
|
3
|
3
|
Still Mind
|
0/0
|
0
|
4th
|
3
|
4
|
4
|
4
|
Ki strike(magic), Fast Movement
|
1/1
|
1
|
5th
|
3
|
4
|
4
|
4
|
Purity of body
|
2/2
|
1
|
6th
|
4
|
5
|
5
|
5
|
Fist of Fire, Bonus Feat
|
3/3
|
1
|
7th
|
5
|
5
|
5
|
5
|
Dragon Claw
|
4/4
|
1
|
8th
|
6/1
|
6
|
6
|
6
|
Improved evasion, Cloak of shadows
|
5/5/0
|
2
|
9th
|
6/1
|
6
|
6
|
6
|
Blades of Ice
|
6/6/1
|
2
|
10
|
7/2
|
7
|
7
|
7
|
Ki strike(lawful), Burst of Speed
|
7/7/2
|
2
|
11
|
8/3
|
7
|
7
|
7
|
Diamond Body, Greater flurry
|
8/8/8/3
|
2
|
12
|
9/4
|
8
|
8
|
8
|
Abundant Step, Cobra Strike, Bonus Feat
|
9/9/9/4
|
3
|
13
|
9/4
|
8
|
8
|
8
|
Diamond Soul
|
9/9/9/4
|
3
|
14
|
10/5
|
9
|
9
|
9
|
Claws of Thunder
|
10/10/10/5
|
3
|
15
|
11/6/1
|
9
|
9
|
9
|
|
11/11/11/6/1
|
3
|
16
|
12/7/2
|
10
|
10
|
10
|
Ki Strike(adamantium), Dragon tail
|
12/12/12/7/2
|
4
|
17
|
12/7/2
|
10
|
10
|
10
|
Timeless body, Tongue of the sun and
moon
|
12/12/12/7/2
|
4
|
18
|
13/8/3
|
11
|
11
|
11
|
Phoenix Strike, Bonus Feat
|
13/13/13/8/3
|
4
|
19
|
14/9/4
|
11
|
11
|
11
|
Empty Body
|
14/14/14/9/4
|
4
|
20
|
15/10/5
|
12
|
12
|
12
|
Dragon Flight, Perfect Self
|
15/15/15/10/5
|
4
|
AC Bonus (Ex) When wearing no armor and unencumbered, the maiden adds her Wisdom bonus (if any) to her AC. In addition, a maiden gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four maiden levels thereafter (+2 at 8th, +3 at 12th, and +4 at 16th level).
These bonuses to AC apply even against touch attacks or when the maiden is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex)
When unarmored and yielding claw weapons in both hands, a maiden may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Maiden. This penalty applies for 1 round, so it also affects attacks of opportunity the maiden might make before her next action. When a maiden reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A maiden must use a full attack action to strike with a flurry of blows. Flurry of blows generates a maximum of 3 charges per round. Charges are only awarded with a successful strike.
When using flurry of blows, a maiden may attack only with special maiden weapons (claw weapons). When using weapons as part of a flurry of blows, a maiden applies her Wisdom bonus (not Str bonus x11⁄2 or x1⁄2) to her damage rolls for all successful attacks. The maiden can’t use any weapon other than a special maiden weapon as part of a flurry of blows.
Greater Flurry
When a maiden reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Vow of Chastity
In order to be a pure vessel to channel the intense Ki forces required for her Ki charges and finishing moves a maiden will take the vow of chastity feat.
You have taken a sacred vow to refrain from marriage and sexual intercourse. You gain a +4 perfection bonus on Will saving throws against charm and illusion spell effects. To fulfill your vow, you must abstain from any sexual contact with any other creature. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat, you will be discharged from service as a maiden and you will loose the ability to use Ki charges and finishing moves, however you will still retain your abilities, just be unable to focus enough to use them due to the act of impurity. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat, your ability to use Ki charge feats and finishing moves and will be pulled out of service as a maiden until you perform a ritual of purification which includes spending up to a year in meditation and solitude and receiving an atonement spell.
Bonus Feats A maiden receives bonus feats at 1st, 6th, 12th, 18th. The maiden may not require all the perquisites for the feat. If there are still prerequisites they are listed in the descriptions in the class feat section below. The feats available to the maiden are as follows: Intuitive Attack, Step Up, Dodge, Lunge, Weapon Finesse, Claw Mastery, Improved Claw Mastery, Greater Claw Mastery, Dispelling Critical, Disruptive, Spell Breaker, Touch of Serenity, Weapon Block, Fade, Maiden Strike, Vital Strike, Improved Vital Strike, Greater Vital Strike.
Tiger Strike – 1st level, Ki Charge
Activation: Counts as a Free Action
Duration: 1 min/4 lvls or until dissipated
Effect: Generate Ki Charge. You deal +2 damage, +1 per active charge, per 3 levels.
Dragon Talon – 2nd level Ki Charge/ Finishing Move
Activation: Counts as a free action
Effect: You deal +1d6 damage per charge, +1d6 per charge, per 2 levels, to damage. The struck target must make a fortitude save (DC 10 + maiden’s Wisdom modifier + 1/2 maiden level + 1 per charge) or be knocked back 5 feet plus 5 feet per 3 levels. If you use Dragon Talon as a finishing maneuver, you gain the damage that you have built up with another Ki Charge effect plus your Dragon Talon finishing move damage. When used in this way it deals a devastating attack but spends all your built up Ki Charges and they must be built up again. When you obtain one of your elemental attacks (Fire, Ice, Thunder) Dragon Talon damage can be considered elemental damage.
Evasion (Ex)
At 2nd level or higher if a maiden makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a maiden is wearing light armor or no armor. A helpless maiden does not gain the benefit of evasion.
Still Mind (Ex)
A maiden of 3rd level or higher gains a +2 bonus on saving throws against spells and spell like effects.
Ki Strike (Su)
At 4th level, a maiden’s attacks become improved with ki energy. Her attacks count as magical.
Fast Movement (Ex)
At 4th level, gain an enhancement bonus to her land speed, +10' per 5 lvls. (+10' at 4th, +20' at 9th, +30' at 14th, +40' at 19th). A maiden in armor or carrying a medium or heavy load loses this extra speed.
Purity of Body (Ex)
At 5th level, a maiden gains immunity to all diseases including supernatural and magical diseases.
Fists of Fire – 6th level, Ki Charge
Activation: Counts as a Free Action
Duration: 1 minute/4 lvls or until dissipated
Effect: Ki Charge. Your fists burst into flames, searing your opponents as you strike them. The effect depends on the number of charges you have built up.
One Charge: You deal +1d4 points of fire damage, +1d4 points per 2 levels.
Two Charges: You deal +1d6 points of fire damage, +1d6 points per 2 levels.
Three Charges: You create a burst of flames striking everyone except you within a 5-foot burst, plus 5-feet per 5 levels (Max 15') centered on the target of the attack, dealing 1d8 fire damage, +1d8 per 2 levels. Everyone except the initial target may make a reflex save (DC 10 + your Wisdom modifier + 1/2 maiden level) for half damage.
Synergies: All fire damage increases by +2 per level when she has the Phoenix Strike ability.
Dragon Claw – 7th level, Finishing Move
Activation: Counts as a Free Action
Effect: Finishing Move. You make an attack striking with both claw weapons at once. You gain a +1 bonus to hit, +1 per charge per 3 levels and +2 damage per charge, +1 per charge per 2 levels. You can use your Vital Strike Feat with this attack as well.
Improved Evasion (Ex)
At 8th level, a maiden’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless maiden does not gain the benefit of improved evasion.
Cloak of Shadows
8th level, Maiden Ability
Activation: Counts as a Single Action
Duration: 1 round/lvl
Effect: You darken your surroundings, giving you a +1 dodge bonus to AC, +1 per 5 levels and a +5 bonus to Stealth checks, +1 per 4 levels. At 10th level your Cloak of Shadows can also act as a Blur spell, at 15th level your Cloak of Shadows acts as a Displacement spell.
Blades of Ice – 9th level, Ki Charge
Activation: Counts as a Free Action
Duration: 1 minute/4 levels or until discharged
Effect: Ki Charger. Your unarmed attacks are covered in a layer of ice, delivering icy blows to your opponent.
One Charge: You deal +1d6 points of cold damage, +1d6 per 2 levels.
Two Charges: You deal +1d8 points of cold damage, +1d8 per 2 levels.
Three Charges: You create a burst of cold striking everyone except you within a 5-foot burst, plus 5-feet per 3 levels centered on the target of the attack, dealing 1d4 points of cold damage, +1d8 per 2 levels. Everyone except the initial target may make a reflex save (DC 10 + your intelligence modifier + maiden level) for half damage.
Synergies: All cold damage increases by +2 per level when she has the Phoenix Strike Ability.
Burst of Speed – 10th level, Maiden Ability
Activation: Counts as a Single Action
Duration: One minute/level
Effect: You gain +2 to initiative, +10’ movement (+10’/3lvls), +1Dodge bonus ac(+1/5lvls), +1 reflex save (+1/5lvls), 1 bonus attk
Diamond Body (Su)
At 11th level, a maiden gains immunity to poisons of all kinds.
Abundant Step (Su)
At 12th level or higher, a maiden can slip magically between spaces, as if using the spell dimension slide, once per day. Her caster level for this effect is one-half her maiden level (rounded down).
Cobra Strike – 12th level, Ki Charge
Activation: Counts as a Free Action
Duration: 1 minute/4 lvls or until discharged
Note: you must hit your opponent to build this charge.
Effect: Ki Charge. Through your attacks, you draw upon the life force Ki of your opponent.
One Charge: After each successful melee attack, you heal HP = to 1/3 the damage you inflict, +1 per 2 levels.
Two Charges: After each successful melee attack you heal HP = to half the damage you inflict, +1 per 2 levels.
Three Charges: After each successful melee attack you heal HP = to the damage you inflict, +1 per 2 levels.
Diamond Soul (Ex)
At 13th level, a maiden gains spell resistance equal to her current maiden level + 10. In order to affect the maiden with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the maiden’s spell resistance.
Claws of Thunder – 14th level, Ki Charge
Activation: Counts as a Free Action
Duration: 1 minute/4 lvls or until discharged
Effect: Ki Charge. Your chi manifests electricity which shocks any foe you strike with your melee attacks.
One Charge: You deal +1d6 electricity damage, +1d6 per 2 levels.
Two Charges: You deal +1d8 electricity damage, +1d8 per 2 levels.
Three Charges: You conjure a lightning nova striking everyone except you within a 5-foot burst, plus 5-feet per 3 levels centered on the target of the attack, dealing 1d4 electricity damage, +1d8 per 2 levels. Everyone except the initial target may make a reflex save (DC 10 + your intelligence modifier + maiden level) for half damage.
Synergy: All electricity damage increases by +2 per level when she has the Phoenix Strike ability.
Dragon Tail – 16th level, Finishing Move
Activation: One attack which counts as a Full Attack Action
Effect: Finishing Move. You strike your opponent, conjuring a sonic explosion striking everyone except you within a 5-foot burst, centered on the target of the attack, dealing 2d8 points of sonic damage +1/ lvl. Everyone except the initial target may make a reflex save (DC 10 + your intelligence modifier + maiden levels) for half damage or be stunned for 1d4 rounds.
Timeless Body (Ex)
Upon attaining 17th level, a maiden no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the maiden still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex)
A maiden of 17th level or higher can speak with any living creature.
Phoenix Strike – 18th level, Ki Charge
Activation: Counts as a Free Action
Duration: 1 minute/4 lvls or until discharged
Effect: Ki Charge. You deliver a cascade of elemental punishment with your unarmed attacks.
One Charge: You create a burst of flames striking everyone except you within a 35-foot burst, centered on the target of the attack, dealing 4d4 points of fire damage, +1d4 per level. Everyone except the initial target may make a reflex save (DC 10 + your intelligence modifier + maiden level) or catch fire, taking 1d4 points of fire damage for 1d4 rounds, +1 round per level.
Two Charges: You create an icy burst of cold striking everyone except you within a 10-foot burst, plus 5-feet per level centered on the target of the attack, dealing 4d6 points of cold damage, +1d6 per level. Everyone except the initial target may make a fortitude save (DC 10 + your intelligence modifier + maiden level) or be slowed for 1d4 rounds, +1 round per level.
Three Charges: You conjure three charged bolts which strike up to three targets, +1 target per 2 levels in a 30-foot radius before you, dealing 1d8 points of electricity damage, +1d8 per level. Each target may make a reflex save (DC 10 + your intelligence modifier + maiden level) or be stunned for 1d4 rounds, +1 round per level.
Empty Body (Su)
At 19th level, a maiden gains the ability to assume an ethereal state for 1 round per maiden level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her maiden level.
Dragon Flight – 20th level, Finishing Move
Activation: One attack which counts as a Full Attack Action
Effect: Finishing Move. You dimension slide to a target within 30-feet, plus 5-feet per 2 levels, and attack dealing a single blow with a damage bonus of +2 points per charge, +1 point per charge per level.
Perfect Self
At 20th level, a maiden becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the maiden’s creature type was) for the purpose of spells and magical effects. Additionally, the maiden gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the maiden can still be brought back from the dead as if she were a member of her previous creature type.
Ex-Maidens
A maiden who becomes nonlawful cannot gain new levels as a maiden but retains all maiden abilities.
Like a member of any other class, a maiden may be a multiclass character, but multiclass maidens face a special restriction. A maiden who gains a new class or (if already multiclass) raises another class by a level may never again raise her maiden level, though she retains all her maiden abilities.
Claw Weapons
Maidens use claw weapons as martial weapons
Wrist Blade Cost 210gp, DMG (M) 1d6, Critical 19-20x2, weight 2lbs, slashing, piercing. Required feat: Claw Mastery
Blade Talons Cost 325gp, DMG (M) 1d8, Critical 19-20x2, weight 5 lbs, slashing. Required feat: Improved Claw Mastery.
Scissors Katar Cost 550gp, DMG (M) 2d6, Critical 19-20x3, weight 8lbs, slashing, piercing . Required feat: Greater Improved Claw Mastery.
Cestus, bladed 1d6 bludgeoning, piercing damge
Cestus, Battle 1d8 bludgeoning, piercing damage
Class Feats
Weapon Block Requirements: Claw Mastery, BAB +4
Effect: You gain a +1 shield bonus to AC when using two claw weapons.
Scaling: Bonus increases by +1 per five levels.
Fade Requirements: Fist of Fire, Blades of Ice, or Claws of Thunder
Activation: single action
Duration: 1 round / lvl
Effect: Through your manipulation of elemental Ki, you gain specific elemental resistances. You can perform fade 3+ Wis mod times a day. Once you gain an an elemental attack you may take fade as a feat. You gain electricity resistance when you obtain claws of thunder, cold resistance when obtain blades of ice and fire resistance once you have fists of fire.
Scaling: When you have one or two elemental attacks you gain 5 resistance in each elements. Once you have all 3 elemental attacks and Fade your resistance for each increases to 10. At 20th level your resistance increases to 15.
Claw Mastery
When a Maiden gains the feat Claw Mastery it grants her +1 to attk when using claw weapons.
Improved Claw Mastery grants her +2 to attk when using claw weapons, Prereq BAB+3
Greater Claw Mastery granting her +2 to damage when using claw weapons. Prereq BAB+7
All Claw Mastery feats do not stack with the feat Weapon Focus.
Dispelling Critical
Preq: base attack bonus +6
Benefit: when you score a critical hit against an opponent, you may use a swift action to initiate a dispel magic to make a targeted dispel against that opponent.
Disruptive
Preq:BAB +5
Effect:Any caster in an adjacent square to you must make a concentration check to cast a spell, the DC of which is increased by your WIS mod. or loose their next spell.
Intuitive Attack
You fight by faith more than brute strength.
Preq: Base attack bonus +1,
Benefit
Maiden's may use their Wisdom modifier instead of their Strength modifier on attack rolls.
Spellbreaker
You can strike at enemy spell casters and if they fail their check their spells are dispelled
Prerequisites: Disruptive, BAB+7
Benefit: Enemies who are spell casters in your threatened area that you strike and fail their concentration check with a bonus to DC of your wisdom modifier, you cause a greater dispel magic to occur on any spell they have cast.
Touch of Serenity
With a single touch you can reduce the threat of even the most savage of foes.
Prerequisites: Wis 18, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells (including attacks of opportunity and attacks as immediate actions) for 1d6 rounds unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier.
You may attempt a touch of serenity once per day plus one per 2 levels you have attained and no more than once per round.
Maiden's Strike
A Maiden can strike their foe with a claw attack as if making a touch attack.
Prerequisite: WIS 13, base attack bonus +6.
Benefit: You can resolve one attack per round with a claw weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. Abilities that do not work on touch attacks similarly do not work with this feat.
Mage SmitePrerequisites: Wis 18, base attack bonus +7
Once per day, a maiden can her ki abilities to aid her in her struggle against way. As a swift action, the maiden chooses one target within sight to smite. If this target is a caster class, the maiden adds her Wis bonus (if any) to her attack rolls and adds her maiden level to all damage rolls made against the target of her smite. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.
In addition, while smite is in effect, the maiden gains a deflection bonus equal to her Wis modifier (if any) to her AC against attacks made by the target of the smite. If the Maiden targets a creature that is not a caster class, the smite is wasted with no effect.
The smite effect remains until the target of the smite is dead or the next time the maiden rests and regains her use of this ability.