Enlightened Scholar
Table of Contents

Sagacious master of esoteric knowledge and inscrutable methods, the enlightened scholar searches for both mundane and arcane secrets. In motivation, he ultimately seeks to understand the universe. The method differs from one enlightened scholar to another. One may wish to become truly enlightened to join with the universe while another may desire the secret to immortality for purely selfish reasons. Another may simply want to serve his people through applied knowledge. The enlightened scholar actively works to apply what he knows to the problems at hand.

Often, the enlightened scholar acts as a guiding force for other heroes. He may act as the hand of fate to guide heroes to where they are needed, whether his methods are overt or covert. Enlightened scholars frequently act as seers and diviners for heroes and common folk alike. They are also known to be great healers and teachers. Many have opened clinics and schools for the people of the land to attend. Some make magical weapons for heroes to use, while others who protect the innocent will use their arcane knowledge to stand before the might of a corrupt spellcaster. Many an enlightened scholar takes up the mantle of priest to better serve people. No matter what path the enlightened scholar takes, he is sure to help others.

Not all enlightened scholars have altruistic motivations. There are those few that can be devious and selfish while looking only for what they might gain. They know that to get what they want they may have to help others first; even if only to generate a good reputation. They have no qualms about taking advantage of the kindness of people who expect a heroic teacher or healer.

Adventurers: No matter the abilities or motivations of a character from this class they all have one thing in common: application of knowledge. An enlightened scholar may study and conduct research in a thorough and rigorous fashion, but he is never content to just sit back, soak up knowledge, and never use it. The enlightened scholar always seeks knowledge related to his goals, and then applies it to practice. The enlightened scholar who studies alchemy may be searching for the path to immortality when he learns how to enchant items. The enlightened scholar who becomes a guan liao will may use his post and abilities to serve the people and render assistance where needed or he may use it to abuse his power in his search for wealth and power. Another who studies breathing, meditation, nei tan, and the flow of ki (See feat Ki Awakened), may be looking for a way to ind enlightenment. He will go out into the world and discover new paths and test himself on his journey. The scholar who studies medicine is likely trying to ind a way to help his fellow man; he is just as likely to go out amongst the people as set up a clinic or a laboratory.

Characteristics: Enlightened scholars learn many arcane secrets during the course of their lives. Some even becoming proficient in the casting of certain spells. The range of their knowledge and abilities can be quite broad or very narrow in focus and training. Some of the fields they train themselves in include the secrets of the I-Ching, feng shui, nei tan, ki arts, art of war, mystical martial training, medicine, guan liao, xiao ren, and junzi.

Religion: The religions and philosophies practiced are as varied as the scholars themselves. Enlightened scholars can be found among all of the major religions. In fact, many of their abilities come from the application of the principles and advanced practices of these religions and philosophies.

Background: Enlightened scholars come from many backgrounds. Most are individuals who benefited in some way from an advanced education. Whether this education was received in temples, academies, at the feet of a learned village elder or hermit, the scholar receives more advanced teachings than the typical adventurer or citizen.

Races: Humans often become enlightened scholars, though the reasons vary much as outlined above. The longer lived races are not as likely to become members of this class because they do not feel the press of time as keenly. Some may still join this class in order to become physicians, teachers, and caretakers. This is particularly true of the dahren (giants). The yueren (moon elves), usually take this class in order to discover how to become one with the universe and to join with their patron spirits in the heavens. Sanesaram (dwarves), and mandragorans are frequently enlightened scholars, while qahngol (variant orcs) and bakemono enlightened scholars are less common. Other races do not become enlightened scholars with any greater or less frequency.

View of Magic: The enlightened scholar sees all the magic he has access to as manifestations of a combination of his own inner ki, the ambient ki in his environment, and the workings of the spirits and gods towards the accomplishment of his will. When the enlightened scholar is in harmony, he is at one with the Celestial Order and all within it. While in this state he can affect his will upon the workings of all the ten thousand things within the Celestial Order. His only problem is learning the secrets of the proper techniques to become one with the Celestial Order and the ten thousand things within it.

Using these secret techniques requires training, patience, discipline, and the proper knowledge. The enlightened scholar must be able to properly breathe to manipulate the ki in both the environment and within himself, and he must use the proper movements, or mudra, to affect the channeling of the ki through his surroundings. He must also use the proper mantras to activate the laws of the cosmos he is trying to affect. Some of his magic doesn’t use ki, however; sometimes all it takes is the proper knowledge and the belief to make it true, such as when he uses a broom to sweep away troublesome spirits.

Other Classes: As enlightened scholars search for ever more secrets to uncover, they welcome the opportunities presented for learning from other learned adventurers. They get along well with spellcasters, rogues, and monks. They welcome the opportunity to share knowledge and experiences with warriors, though they may overlook the contributions a scholar can make. The enlightened scholar takes this in stride, knowing it only affirms his role as a teacher and healer.

NPCs: The eccentric hermit living in the wilderness trying to become one with the universe could be an enlightened scholar. The inscrutable mandarin who seeks special materials in his search for immortality is an enlightened scholar. The heroic physician at the village clinic who defends the common folk against the depredations of the corrupt magistrate is an enlightened scholar. The ancient martial arts master who teaches his students to use compassion with their deadly fists is one. The armchair historian with an interest in accounts of ancient battles and more exotic topics is an enlightened scholar. The local, blind soothsayer and prophet is an enlightened scholar.


Hit Die: d6

Class Skills: The enlightened scholar’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Feng Shui (Wis), Forgery (Int), Heal (Wis), Fly (Dex), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points: 6 + Intelligence modifier

Class Features

Table: Enlightened Scholar
Level Base Attack Bonus Fort Save Ref Save Will Save Special Unarmed Dmg1/ Ch'i 2 AC Bonus
1st +0 +0 +0 +2 Unarmed Strike, Enlightened path, Concentration 1d4/1d6 +0
2nd +1 +0 +1 +3 Enlightened path 1d4/1d6 +0
3rd +2 +1 +1 +3 Bonus Feat 1d4/1d6 +0
4th +3 +1 +2 +4 Brandish Magical Might 1d4/1d6 +0
5th +3 +1 +2 +4 Enlightened path 1d6/1d8 +1
6th +4 +2 +3 +5 Enlightened path 1d6/1d8 +1
7th +5 +2 +3 +5 Enlightened path 1d6/1d8 +1
8th +6/+1 +2 +3 +6 Enlightened path 1d6/1d8 +1
9th +6/+1 +3 +4 +6 Enlightened path 1d8/1d8 +1
10th +7/+2 +3 +4 +7 Bonus Feat 1d8/1d10 +2
11th +8/+3 +3 +5 +7 Enlightened path 1d8/1d10 +2
12th +9/+4 +4 +5 +8 Enlightened path 1d8/1d10 +2
13th +9/+4 +4 +6 +8 Enlightened path 1d10/2d6 +2
14th +10/+5 +4 +6 +9 Enlightened path 1d10/2d6 +2
15th +11/+6/+1 +5 +6 +9 Enlightened path 1d10/2d6 +3
16th +12/+7/+2 +5 +7 +10 Bonus Feat 1d10/2d6 +3
17th +12/+7/+2 +5 +7 +10 Enlightened path 2d6/2d10 +3
18th +13/+8/+3 +6 +8 +11 Enlightened path 2d6/2d10 +3
19th +14/+9/+4 +6 +8 +11 Enlightened path 2d6/2d10 +3
20th +15/+10/+5 +6 +9 +12 Immortal Knowledge 2d6/2d10 +4

1 Small and Tiny enlightened scholars deal less damage; Large enlightened scholars deal more damage. See size-based table.
2 The enlightened scholar can only increase his Unarmed Damage by becoming Ki Focused if he has the Ki Awakened feat.

Table: Enlightened Scholar Size-Based Changes to Unarmed Damage
Level Tiny Small Large Tiny (Ki) Small (Ki) Large (Ki)
1st – 4th 1d2 1d3 1d6 1d3 1d4 1d8
5th – 8th 1d3 1d4 1d8 1d4 1d6 1d10
9th – 12th 1d4 1d6 1d10 1d6 1d8 1d12
13th – 17th 1d6 1d8 1d12 1d8 1d10 1d20
18th – 20th 1d8 1d10 1d20 1d10 2d6 4d6
21st – 24th 1d10 2d6 4d6 2d6 2d10 6d6
25th 2d6 2d10 6d6 2d10 4d6 8d6

Weapon and Armor Proficiency

Enlightened scholars are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.They are not proficient with armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, an enlightened scholar loses his AC bonus.

AC Bonus (Ex)

When unarmored and unencumbered, the enlightened scholar adds his Wisdom bonus (if any) to his AC and CMD. In addition, an enlightened scholar gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every ive enlightened scholar levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the enlightened scholar is lat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike

The enlightened scholar is not primarily a warrior, even if he does learn abilities from the military field of enlightened path. He does not ignore the potential that martial arts can offer him; so he studies them. At 1st level, an enlightened scholar gains Unarmed Strike as a bonus feat. An enlightened scholar’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. An enlightened scholar may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for an enlightened scholar striking unarmed. He may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually an enlightened scholar’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty. He has the same choice to deal lethal or nonlethal damage while grappling.

An enlightened scholar’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons.

An enlightened scholar also deals more damage with his unarmed strikes, as shown on Table: The Enlightened Scholar.

The unarmed damage listed is for Medium enlightened scholars. A Small or Tiny enlightened scholar deals less damage, while a Large enlightened scholar deals more damage; see Table: Size-Based Changes to Unarmed Damage.

Enlightened Path

At 1st, 2nd, 5th, 6th, 7th, 9th, 11th, 13th 14th, 15th, 17th, 18th, 19th levels, the enlightened scholar can choose one of the abilities below. Each ability belongs to a enlightened path. No ability may be selected more than once, unless specified otherwise. Some abilities have prerequisites listed that must be fulfilled prior to gaining those abilities. The fields of knowledge are as follows; Academia, Feng Shui, Folk Magic, Guan Liao, I-Ching, Invention, Junzi, Medicine, Nei Tan, Warfare, and Xiao Ren. The enlightened path is listed in parenthesis after the ability title.


Academia Enlightened Path

The academia enlightened path specializes in the traditional scholar and sage fields: the lore of history, mathematics, philosophy, languages, and other, more esoteric lore.

Flexible Intellect (Ex)

The enlightened scholar is a very capable and adaptive thinker, never taking long to learn something new. All skills are now class skills.

Masterful Linguist (Ex)

The enlightened scholar has studied numerous languages and has learned much about common language barriers and syntax. He is now a masterful linguist who can temporarily acquire new languages. For every point of Intelligence bonus, he may master one unknown language after one minute of speaking with someone who knows it. He needs to make a linguistics check (DC 20). He may choose to lose his knowledge of a language to learn a new one.

Masterful Scholar (Ex)

The enlightened scholar becomes extremely well versed in a variety of subjects. For Intelligence, Wisdom or Charisma-based class skills, his bonus to class skills increases from +3 to +5.

Practical Knowledge (Ex)

The enlightened scholar applies the lessons of enlightenment to the applications of his lore. He adds his Wisdom bonus, if any, as an unlisted bonus to any Knowledge skill checks. Thus, an enlightened scholar with 2 ranks of Knowledge (history), a +1 Intelligence bonus, and a +2 Wisdom bonus has a skill bonus of +8 (2+ 3 + 1 + 2) using practical knowledge.

Feng Shui Enlightened Path

Feng Shui, the study of wind and water, secures good fortune or prevent bad fortune from accumulating where one resides.

Alter the Positive Flow (Sp)

The enlightened scholar’s knowledge of feng shui increases to where he can avoid negative ki and attract positive ki. He can assist his allies with good fortune. The character can make a Feng Shui check (DC 20) to gain a luck bonus equal to his Wisdom bonus (minimum +1), that he can use with one single d20 roll. This ability has a duration of 1 round per class level, and may be used once per day per five levels. The luck bonus may be divided up and split amongst the enlightened scholar and his allies, if he so wishes. For example, if the enlightened scholar has a Wisdom bonus of +3, then he may either take a +3 luck bonus for himself, grant himself or an ally a +2 bonus and the other a +1, or grant himself and two allies a +1 bonus each.

Divert the Negative Course (Sp)

The enlightened scholar’s knowledge of feng shui provides him with insight into the nature of good reduce any circumstance, luck, or morale penalties applied to him or his allies by an amount equal to his Wisdom bonus. Alternately, he can reduce a skill check DC for a skill use that is pertinent to his current location by an amount equal to his Wisdom bonus. For any given situation, this ability can also be used on a number of allies equal to the character’s Wisdom bonus. The reduction has a duration of 1 round per class level. The enlightened scholar may use this 1/day per five levels.

Fortune’s Favor (Su)

(Requires the Alter the Positive Flow class ability and 6 ranks in Feng Shui)

The enlightened scholar attracts enough good fortune that it can save his life when he would otherwise be grievously injured or even killed. Any opponent rolling to confirm a critical threat against the enlightened scholar takes a -1 penalty to their die roll for every two enlightened scholar levels. The enlightened scholar gains the penalty as a bonus when rolling to confirm critical threats with his attacks.

Generous Advice (Ex)

(Requires the Skilled Teacher class ability and 10 ranks in Diplomacy)

You are magnanimous in your advice and generous with your talent. Choose an ability you have gained from this class. Once an ability is selected it cannot be changed. Once per day as a standard action, you can impart the benefits of that chosen ability to one or more allies, effectively granting them the ability; even if they do not meet the prerequisites. To gain this benefit, the ally must be within 30 feet of you and must be able to see and hear you. Once gained, the ally gains the benefits of the ability until the end of the encounter. You can share the ability with a number of allies equal to the number of levels you have on this path.

Jinx (Su)

(Requires the Divert the Negative Course class ability and 5 ranks in Feng Shui)

The enlightened scholar attracts enough negative ki around him to hamper his enemies. Whenever an opponent makes an attack roll against the enlightened scholar, their critical miss chance increases. For every 4 class levels the enlightened scholar has, the critical miss chance increases by 1. For example, anyone attacking a 9th level enlightened scholar would critically miss if they rolled a 1, 2 or 3 on a d20.

Quick Study (Ex)

You may permanently add any one skill to your base class skill list making it a class skill from now on. This does not retroactively affect skill points spent at previous levels, only future ones spent once you gain this class feature. In addition, you may use this skill untrained, even if the skill in question normally requires training.

Sage (Ex)

Thanks to your higher level of advanced education, you may make any Knowledge Skill Check untrained.

Skilled Teacher (Ex)

(Requires 5 ranks in Diplomacy)

Once per encounter as a Standard action, you can increase the talent of an ally within 30 feet. That ally can make a single skill check with your ability modifier for that skill; however, the skill check must be made before the end of the encounter or else this benefit will be lost.

This ability can be taken multiple times. Each time it is taken grants an additional use of this ability per encounter.

Spontaneous Skill (Ex)

(This ability has the Sage ability as a prerequisite.)

Your well-rounded education allows you to sometimes surprise others with your skill. Once per day, you may make an untrained skill check with any skill as though you were trained in that skill.

You can select this ability multiple times; each time you do, you can use it one additional time per day.

Sweeping Exorcism (Su)

The enlightened scholar’s knowledge of and belief in evil spirits, undead, and demons gives him power to fend them sweep the ground or floor in the direction of these creature (undead, evil, or outsider types and subtypes) as an attack action. Sweeping gathers the negative and yin energies in the area and sends them as a force effect towards the creatures. This knocks the creatures back with each successive sweep of the broom. This is a ranged touch attack with a range equal to the enlightened scholar’s level times five feet. It deals 1d4 force damage per two character levels (minimum 1d4). A creature targeted must make a save against 10 + half the enlightened scholar’s class level + Wisdom bonus or be knocked back five feet for every five levels (minimum 5 feet). If the enlightened scholar does not have a Wisdom bonus, then the save DC is 10.


Folk Magic Enlightened Path

Folk Magic is a hodgepodge of magical knowledge that enables the scholar to cast certain spells. It is often scorned as low or base magic; however, it comprises valid spellcasting methods inspired by knowledge of the I-Ching, feng shui, certain shamanistic practices, superstition and old wives tales. The enlightened scholar becomes a spellcaster for all purposes once they take this ability.

Blessing of Jade (Sp)

(Must be a spellcaster)

An enlightened scholar with this ability who uses jade as a focus for his spellcasting can add a +1 to the save DCs of his spells.

Enlightened Spirit Defense (Su)

(Requires the Minor Folk Magic class ability)

The enlightened scholar has learned secrets common to all magic effects and how to better resist them. He gains spell resistance equal to his current class level + 10.

Familiarity with Magic (Ex)

(Must be a spellcaster)

The enlightened scholar gains a +2 competence bonus to all saving throws against spells and spell-like and supernatural abilities (including magic items). Further, he gains a +2 competence bonus to Armor Class against spells requiring attack rolls.

Peach Blessings (Sp)

(Must be a spellcaster)

An enlightened scholar with this ability who uses a peach, peach pit, peach blossoms, or wood from a peach tree as a focus for his spellcasting can double the duration, double the range, or double the area or number of targets of his spells.

Folk Magic

(Requires Brandish Magical Might and 5 ranks in Spellcraft)

His studies with the lore of the common folk enable the enlightened scholar to become a unique spellcaster. He gains the ability to cast and ready certain spells. The enlightened scholar may choose to prepare any spell from the divination and illusion schools of magic and any spells with the curse, darkness, light, mind affecting, negative energy, and positive energy descriptors (regardless of school of magic), provided he can cast spells of that level (see the table). He prepares spells ahead of time, any of which he can cast up to the maximum number of spell slots available to him for each given level. To prepare or cast a spell, an enlightened scholar must have a Wisdom score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against an enlightened scholar’s spell is 10 + the spell’s level + the enlightened scholar’s Wisdom modifier. An enlightened scholar’s spells always have both somatic and verbal components. Bonus spells for enlightened scholars are based on Wisdom. The enlightened scholar’s spellcaster level is equal to his class level -3; +1 for each enlightened path ability selected from the folk magic enlightened path; his spellcaster level may never exceed his enlightened scholar class level. For the number of spell slots and spells readied per day, see the tables.

Improved

This ability can be taken multiple times, equating to a rank; the first time it is referred to as Least Folk Magic. The ranks for each additional time are Minor (2nd), Lesser (3rd), Advanced (4th), Greater (5th), Master (6th), and Legendary (7th). Each time it is taken, the enlightened scholar gains extra spell slots and spells readied as outlined below.

Potent Spell Component (Sp)

(Must be a spellcaster)

An enlightened scholar with this ability who uses an exotic, though usually repulsive object, such as a dead, petrified lizard or fish as a focus for his spell casting, can increase the power of his spells as if he possessed any core metamagic feat except Quicken Spell.

Table: Folk Magic Spells per Day
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 1 0 - - - - -
2nd 2 1 - - - - -
3rd 2 2 - - - - -
4th 3 2 0 - - - -
5th 3 3 1 - - - -
6th 3 3 2 - - - -
7th 3 3 2 0 - - -
8th 3 3 3 1 - - -
9th 5 4 3 2 - - -
10th 5 4 3 2 0 - -
11th 5 4 3 2 1 - -
12th 5 5 4 3 2 - -
13th 5 5 4 3 2 0 -
14th 5 5 4 3 3 1 -
15th 5 5 5 4 3 2 -
16th 5 5 5 4 4 2 0
17th 5 5 5 4 4 3 1
18th 5 5 5 5 4 3 2
19th 5 5 5 5 5 4 3
20th 5 5 5 5 5 4 3
Table: Folk Magic Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 3 1 - - - - -
2nd 4 2 - - - - -
3rd 5 3 - - - - -
4th 5 3 1 - - - -
5th 5 4 3 - - - -
6th 5 4 3 - - - -
7th 5 4 3 3 - - -
8th 5 4 3 3 - - -
9th 5 4 3 3 - - -
10th 5 4 4 3 2 - -
11th 6 5 4 3 2 - -
12th 6 5 4 3 2 - -
13th 6 5 4 4 3 1 -
14th 6 5 4 4 3 2 -
15th 6 6 5 4 3 3 -
16th 6 6 5 4 4 3 1
17th 6 6 6 5 4 3 2
18th 6 6 6 5 4 3 3
19th 6 6 6 5 4 4 3
20th 6 6 6 6 5 5 4

Guan Liao Enlightened Path

The guan liao is a civil servant that is part bureaucrat, part courtier, part lawyer, part diplomat, and part politician. This typically means that they have passed the civil service examinations and serve the empire in a variety of capacities; everything from collecting the empires taxes, conducting census of the population, working as clerks to keep the huge bureaucratic engine of the empire moving, managing the finances of whatever post they serve, all the way to serving as advisors to imperial magistrates, judges, governors, and even the emperor himself (though these particular enlightened scholars are nearly all eunuchs).

Auspicious Servant (Ex)

(Cannot also have the Inspire Complacency class ability, Requires the Influential Guanxi class ability)

You are a well-known agent of the empire or whatever other government or powerful organization you might well happen to owe fealty to. Officials of any level are hesitant to openly take action against you, lest they make an enemy of your government or organization and lose face, perhaps even inciting a war or causing embarrassment to their own organization or government. As a Standard action, you can make an opposed Diplomacy check against a single opponent within line of sight that can hear and understand you. You have a bonus on this Diplomacy check equal to +2 for every level you have on this path. If your Diplomacy check succeeds, that opponent may not attack you or any vehicle or building you occupy until the start of your next turn. If the target is attacked by you or your allies, then the effect of this ability is canceled. This is a mind-affecting effect.

Civil Hospitality (Ex)

You can exploit the obligations of hospitality the people of the land owe to the organization or government you serve and represent. Provided you are in a land influenced by the organization or government you serve, you can provide yourself and a small group of allies with basic lodging and food at no expense.

Contracted Oath (Ex)

You gain the ability to create a mystical bond that requires the contractors to keep their word or suffer serious consequences. Once per day, you can cast geas/quest on all creatures with an intelligence score of 4 or more and an understanding of the same language within 30 feet who make an oath, vow, or some other sort of contract. This can be a marriage vow, a peace treaty, a trade agreement, a legal contract, or an oath of some sort. Once the contract or oath is completed, the subjects must make a Will save (DC 10 + your Wisdom modifier + the number of levels you have in this path). If one of the contractors ever willingly breaks the conditions outlined by the contract or oath, they are subject to a geas/quest spell until they resume the behavior required by the contract or oath. This effect expires if the contract or oath is fulfilled or otherwise achieves a given period of time as outlined by the contract or oath.

Discern Falsehood (Ex)

You have developed a keen eye for forgeries, hidden compartments, and secret doors. You gain a +5 bonus to detect forgeries, ind hidden compartments, and search for secret doors.

Discern Lies (Ex)

You have developed a keen eye for the lies others tell you. Any creature attempting to lie in your presence must make a Will save (DC 10 + your Wisdom modifier + the number of levels you have in this path). If this save fails, you immediately know that the creature is lying.

Inluential Guanxi (Ex)

(Requires the Resourceful Guanxi class ability and 9 ranks in Diplomacy)

You have influential contacts within a certain branch of government, an organization, or in a certain region who can provide you with reliable information on certain topics. These contacts will either answer your request themselves or send a representative who can respond with the appropriate answer or skill for them. Once per day, you can have one of those contacts make a skill check on your behalf. The contact always takes 20 on the skill check, even if the skill would not normally allow taking 20, and has a skill bonus equal to 5 + your Wisdom modifier + the number of enlightened scholar levels you have, but the total bonus cannot exceed more than half your character level. Provided you are in an environment where these contacts could conceivably be found, getting in touch with them and receiving the benefits of the skill check takes a number of hours equal to the number of enlightened scholar levels you have plus a number of minutes equal to the result of the skill check.

Inspire Complacency (Ex)

You can present the impression that you are the epitome of an unimposing, weak, non-threatening, and meek bureaucrat that can cause your enemies to let down their guard and relax; granting you an advantage. A number of times per day equal to half your levels in this path you can inspire complacency in your enemies as a Standard action for a number of rounds equal to your Wisdom bonus +1 (minimum 1 round). The target(s) of this ability must be within 60 feet and able to see and hear you. You may target a number of enemies equal to the number of levels you have in this path. Those targeted by this ability suffer a -4 penalty to Listen, Sense Motive, and Spot checks. Targets are allowed a Will save to resist this effect (DC 10 + ½ your character level + your Wisdom modifier). This is a language-dependent, mind-affecting ability.

Leadership (Ex)

You receive this feat for free. If you already possesses leadership, then your Leadership Score (character level + Charisma bonus + modifiers) is increased by your Wisdom modifier (minimum 1). The cohort obtained with this feat is a cavalier, fighter, ranger, ritual warrior, unfettered, or warmain – a warrior provided to serve and protect you in his service to the empire. Most enlightened scholars employ their lesser followers as guards, servants, scholars, or spies.

Powerful Guanxi (Ex)

(Requires the Influential Guanxi class ability and 12 ranks in Diplomacy)

You have a powerful contact that has extensive influence over a significant area or industry. The contact could be a provincial mandarin, a regional judge, a powerful minister, a courtier that holds the emperor’s ear, a general, an infamous yakuza leader, or some other significantly influential individual. Once per encounter, you can invoke the name or office of your powerful contact and take 20 on one Diplomacy or Intimidation check, without an increase in the time needed to make the skill check.

Resourceful Guanxi (Ex)

(Requires 6 ranks in Diplomacy)

Your position in the empire, kingdom, ministry, or other organization or government that you serve affords you access to additional funds and connections that have the ability to obtain restricted, military equipment or illegal items without having to pay for a special license or endure the scrutiny of other government officials.

Each time you gain a level, you receive restricted or military equipment equal in value to your character level x 1,000 gold pieces. The equipment appears in an accessible, civilized location of your choice.

Wealth (Ex)

Each time you gain a level (including the level at which you select this ability), you receive a number of gold pieces equal to 5,000 x the number of levels you have on the Enlightened scholar path. You can spend these funds as you see it. The gold appears in a civilized, accessible location of your choice or you can receive it as a part of your pay.


I Ching Enlightened Path

I Ching, or the Book of Changes, is governed by the Ba Gua, or eight trigrams; the study of which can lead to a greater understanding of the forces of divination, destiny, and luck.

Auspicious Prediction (Su)

Whether the enlightened scholar learned of it by reading the stars, saw it in the signs of the I Ching, or dreamed of it, the character recognizes a moment of great pain to avoid. The enlightened scholar gains the ability to take only half damage from any failed saving throw a number of times per day equal to his Wisdom bonus, if any. If the character does not have a Wisdom bonus, this ability may be used once a week.

Fortunate Timing (Sp)

(Requires the Lucky Touch class ability and 4 ranks each in Feng Shui and Knowledge (Arcana))

The enlightened scholar gains the secret knowledge of how to change good luck to bad and vice versa.

However, use of this ability can be difficult at times because the more experienced a creature is the more closely its luck is linked with the nature of the cosmos. As a free action, with a successful Concentration check (DC equal to 10 plus the hit dice of the target creature) you may change that creature’s die roll of a natural 1 into a natural 20 as if the creature had rolled a natural 20. Alternately, you may change that creature’s die roll of a natural 20 into a natural 1.

The enlightened scholar may use this ability a number of times per day equal to his Wisdom bonus; once per week if he has no Wisdom bonus.

The range for this ability is line of sight. It may be used in combat when it is not the enlightened scholar’s turn.

Lucky Touch (Sp)

(Requires 4 ranks each in Feng Shui and Knowledge (Arcana))

Using knowledge gleaned from the techniques of the I Ching, the enlightened scholar notices the signs of good or bad fortune. A number of times per day equal to his Wisdom bonus (once per week if the character has no bonus), he can alter the course of a creature’s luck to become more beneficial or detrimental. When the enlightened scholar makes a touch attack on a target, they receive a luck bonus or luck penalty equal to the enlightened scholar’s Wisdom bonus to their next d20 roll.

Tools of Divination (Sp)

(Requires the ability to cast divination spells)

An enlightened scholar with this ability can use yarrow sticks, tea leaves, stalks of milfoil, or a tortoise shell as a focus when casting divination spells. He can use a standard spell slot for a divination spell of its level, but gain the benefits of the spell as if it were cast heightened.


Invention Enlightened Path

Invention is the staple of certain eccentrics, but many of those scholars are the ones who are the most famous of their brethren. Abilities from this field of enlightened path follow.

Always Prepared (Ex)

(Requires the Packrat class ability and a base Fortitude saving throw of +1)

After 1 minute of searching, the enlightened scholar can find any single piece of equipment in his stash of gear, raw materials, tools, and knickknacks that is valued at 30 gp or less. The enlightened scholar can do this once per day for every 3 class levels he has. The item cannot be magical, masterwork quality, or a specific object (such as the only key used to open a cell (door), but may otherwise be any type of generic or useful item (such as lock picks). The item appears to be in poor condition (although it is not) and has no resale value.

Fabulous Conveyance (Ex)

(Requires 5 ranks in Craft (Conveyance))

You have invented something wondrous; a new way of traveling that is unique. At what level you may have this invention ready for use is determined by modfiiers on the chart below. The level requirements are all cumulative and the total determines at which level your conveyance is available for your use; you may not take this ability for that conveyance until you have obtained the prerequisite level. The modifiers below can also influence how difficult your conveyance is to pilot. These modifiers are also cumulative and when totaled equal the DC necessary for a Knowledge (Conveyance) check to pilot your conveyance. Also, you gain an inherent bonus for this check equal to your class level. Knowledge (Conveyance) checks are needed for every mile (or li) traveled as well as at start up, stopping, and turning. This ability may be taken multiple times; each time it is for a different conveyance.

In order to craft your conveyance you must determine on the chart below, at a minimum, the time needed to duplicate the conveyance, what the conveyance is made of, what mode of movement the conveyance travels in, how many assistants were needed to create it, if it has weaponry, if it is armored, how much it can carry, and what it is fueled by. The time needed to duplicate a conveyance is how long it would take to build another one like yours. Just because a conveyance is capable of being enchanted does not mean that you gain it with an enchantment quality. The conveyance has a base hardness of 10.

Table: Fabulous Conveyance Construction Modifiers
Modifier Level Req Piloting DC
Time needed is Under 1 Hour +9 +12
Time needed is more than 1 Hour, but Under Half a Day +8 +11
Time needed is more than Half a Day, but Under 1 Day +7 +10
Time needed is more than 1 Day, but Under 3 Days +6 +9
Time needed is more than 3 Days, but Under 1 Week +5 +8
Time needed is more than 1 Week, but Under 1 Month +4 +7
Time needed is more than 1 Month, but Under Half a Year +3 +6
Time needed is more than 1 Half a Year, but Under a Year +2 +6
Time needed is more than 1 Year +1 +5
Time needed is more than 10 Years +0 +5
Materials of poor quality (stone, untreated wood or bamboo, etc.) (25 HP) -5 +5
Materials of standard quality (treated wood, iron, etc.) (50 HP) +0 +3
Materials of high quality (steel, jade, darkwood, etc.) (100 HP) +5 +1
Conveyance can be enchanted (costs per appropriate Craft feat ) +1 +0
Conveyance will provide an increased rate of ground movement +10 +1 per +10 +2
Conveyance will provide an aerial rate of movement at 30 ft. +5 +5
Conveyance will provide an increased rate of aerial movement +10 +2 per +10 +2
Conveyance provides aerial movement of good maneuverability +3 +3
Conveyance will provide a tunneling rate of movement at 30 ft. +4 +3
Conveyance will provide an increased rate of tunneling movement +10 +1 per +10 +2
Conveyance will provide a swim rate of movement at 30 ft. +2 +1
Conveyance will provide an increased rate of swim movement +10 +1 per +10 +2
Conveyance is submersible +5 +2
No Assistance needed to Craft it +4 +0
1 Assistant needed to Craft it +3 +0
2 Assistants needed to Craft it +2 +0
3 or more Assistants needed to Craft it +1 +0
No Assistance needed to Pilot it +4 +0
1 Assistant needed to Pilot it +3 +0
2 Assistants needed to Pilot it +2 +0
3 or more Assistants needed to Pilot it +1 +0
Conveyance has no mounted weaponry +0 +0
Conveyance has mounted weaponry for a single operator +1 +1
Conveyance has mounted weaponry for 3 or less operators +2 +2
Conveyance has mounted weaponry for 4 or more operators +3 +3
Conveyance has a single type of siege engine on board +4 +5
Conveyance is fueled by a volatile substance* -1 +3
Conveyance is fueled by an expensive or rare substance +0 +1
Conveyance is fueled by magic (each spell level to powers it for 15 minutes) +1 +2
Conveyance is fueled by an inexpensive or common substance +2 +3
Conveyance has Armor, which grants it a +1 point of Hardness +1 per +1 +1 per +1
Conveyance has Seats +1 per seat +0
Conveyance can Transport 500 pounds encumbrance +1 per 500 lbs +1 per 500 lbs

* If this conveyance crashes or takes half its hit point in damage, it has a 50% chance of exploding.

Humanitarian Invention (Ex)

(Requires 5 ranks in a pertinent Knowledge skill.)

You invent or discover something wondrous. It could be a revolutionary new method of farming; it could be an incredibly efficient new method of record keeping, a stronger building material, the abacus, the water clock, or some other nonmagical item or creation. It is a landmark invention, famous in it’s own time, or one that makes life or that is otherwise noteworthy.

The exact invention should not have an impact on combat, travel, or information gathering. The character does not directly benefit from it during play. However, the character is now famous for what he has given the world. Anytime the character makes it known who he is, he gains a bonus equal to half his class level when he rolls a Charisma check or makes a Charisma-based skill check.

Packrat (Ex)

(Requires a base Fortitude saving throw of +1)

The enlightened scholar always carries the odd bit of trinkets, raw materials, tools, and incomplete inventions on his person. As such, he is accustomed to carrying heavier loads. The enlightened scholar’s carrying capacity for encumbrance only is the equivalent of someone with +2 Strength for every 2 class levels the enlightened scholar has.

Trapfinding (Ex)

The enlightened scholar learns through the invention of devices to use the trapfinding ability. A enlightened scholar adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A enlightened scholar can use Disable Device to disarm magic traps.


Junzi Enlightened Path

Junzi, which can be taken to mean “gentleman” or “superior man”, seek to lead others with virtue and by their own example by living with superior ethics and morals. Choosing this path is mutually exclusive with the Xiao Ren path and you cannot take abilities from both paths. You must choose which path to gain abilities from. Once made, this choice cannot be changed.

Born Leader (Ex)

Once per encounter, as a free action during your turn, you grant all allies within your line of sight a +1 insight bonus on attack rolls. This effect lasts for as long as they remain within line of sight of you. An ally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.

Coordinate (Ex)

A enlightened scholar with this ability has a knack for getting people to work together. When you use this ability as a standard action, all allies within your line of sight grant an additional +1 bonus when they use the aid another action until the start of your next turn.

You may select this ability multiple times; each time you do, the bonus granted by this ability increases by +1 (to a maximum of +5).

Inspire Confidence (Ex)

(Cannot also have the Inspire Complacency class ability, Requires the Influential Guanxi class ability)

As a public official with a political career you know how to address others in a manner that can inspire them with confidence. A number of times per day equal to half your levels in this path you can inspire confidence in your allies as a Standard action for a number of rounds equal to your Wisdom bonus +1 (minimum 1 round). The target(s) of this ability must be within 60 feet and able to see and hear you. You may target a number of allies equal to the number of levels you have in this path. Those targeted by this ability gain a +1 morale bonus to all attack rolls and to saving throws. This is a language-dependent, mind-affecting ability.

Lasting Command (Ex)

(Requires the Born Leader class ability)

Any ally who gains the benefit of your Born Leader ability does not lose the benefit if their line of sight to you is broken.

Respected Official (Ex)

(Cannot also have the Inspire Complacency class ability, Requires the Inspire Confidence class ability)

Your reputation as a representative of the government or organization you serve is well-known and well respected. So much so that even your enemies show you the respect, or face, your reputation deserves. You automatically improve the attitude of an indifferent character to friendly with no check required.

Teamwork Feat and Solo Tactics (Ex)

The enlightened scholar gains a bonus feat that is to be selected from those listed as teamwork feats. The enlightened scholar must meet the prerequisites of the selected bonus feat.

As a standard action, the enlightened scholar can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat he has already learned. In effect, the enlightened scholar loses the bonus feat in exchange for the new one. He can only change the most recent teamwork feat gained. Whenever he gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An enlightened scholar can change his most recent teamwork feat a number of times per day equal to his Wisdom modifier.

Trusted Ally (Ex)

(Requires the Born Leader class ability)

You can give up a standard action to give one ally within your line of sight an extra standard action or move action on his next turn, to do with as he pleases. The ally does not lose the extra action if the line of sight is later broken.

Medicine Enlightened Path

Traditional Medicine is much diversified with elements of superstition, folk magic, science, and alchemy – all with the dedicated aim of curing the ills and injuries of the sick and wounded.

Bone Setting (Ex)

(Requires 5 ranks in both Heal and Knowledge (Anatomy))

Making use of his knowledge of anatomy and healing, the character can heal major damage to the body. He may assist in the recovery of permanent Dexterity, Strength, or Constitution damage by resetting the bones of the ability damaged character.

By making a successful Heal skill check (DC 20+ each point of ability damage), the enlightened scholar converts this permanent ability damage into temporary ability damage. The enlightened scholar may heal hit point damage (and only that number of hit points) in the same fashion. The enlightened scholar can use this ability once per day.

Gua Sha (Ex)

(Requires the Poultice class ability, 7 ranks in Heal, and 1 rank in Craft (Alchemy))

This medicinal technique involves firmly rubbing a person’s skin with a ceramic soup spoon or large coin in order to clear illness or toxin from the body by getting it to move. This technique is known to leave red and purple marks on the skin that look painful, but are not. The enlightened scholar heals illnesses (including magical illness), poisons, and ability damage in those who accept the healing. These purifying exercises can be administered with a successful Heal skill check.

The number of ability points healed depends upon the Heal skill check DC. (DC 10 to heal 1 point of ability damage, DC 15 to heal 2 points of ability damage, DC 20 to heal 3 points of ability damage, etc.). If the enlightened scholar tries to heal an illness or poison (including magical varieties he must succeed at a Heal skill check equal to the Save DC his patient failed +5. So, if his patient contracted a disease or poison with a DC of 20, the enlightened scholar must make a Heal check against a DC of 25. If successful, his patient is healed. Each time he uses this ability in a day (successfully or not), the DC rises by 5 to accomplish the same effect (i.e. DC 15 to heal 1 point of ability damage, etc.) the next time. When healing ability damage, the patient receives unsightly bruises, which at the DM discretion; provoke a -2 morale penalty to Charisma checks and Charisma-related skill checks made in social situations. This penalty lasts for a number of days equal to the number of ability points healed.

Healer’s Immunity (Ex)

(Requires 5 ranks in Heal)

As a physician, his understanding of disease and illness grants the enlightened scholar the knowledge to avoid falling to those illnesses and diseases. He gains a bonus equal to class level on saving throws against any disease (mundane or magical). This bonus also applies to any effect (mundane or magical) that causes nauseated or sickened conditions; however, any damage caused by those effects still applies.

Poultice (Ex)

(Requires 1 rank each in Craft (Alchemy) and Heal)

Using herbs and other natural ingredients, the character makes a poultice to heal wounds. A poultice can be successfully created and administered with a Heal skill check. The DC determines healing (DC 10 to heal 1d6 hit points, DC 15 for 2d6, or DC 20 for 3d6, which is the maximum). Each time a patient receives a poultice in a day (successfully or not), the next time the DC rises by 5 to accomplish the same effect (i.e. DC 15 to heal 1d6 on the second attempt). The patient must wear the poultice a number of hours equal to the number of dice healed. For every hour the poultice is removed early, the patient receives 1 point of damage. The smell generated by the poultice makes the character easy to notice. Any creature tracking a character wearing a poultice gains a +5 to their checks. Anyone within 10 foot gains a +2 to Perception checks to notice the character.


Nei Tan Enlightened Path

Nei Tan, or internal alchemy, is the art practiced to attain immortality through special application of diet, imbibed substances, and life changing experiences. The ultimate goal is the seeking of enlightenment.

Awakened Ki Ability (Su)

The enlightened scholar may gain any Ki or chakra feat, including the Ki Awakened feat; however, he must still meet all prerequisites for, including prerequisite feats, ability score, and base attack bonus. This ability may be selected multiple times.

Clean Living (Ex)

(Requires 5 ranks in Heal)

Your regimen of a healthy diet, physical exercise, and meditation brings your body into such harmony that you gain a +2 bonus to saves to resist taking ability damage. You recover from ability damage in half the time it normally takes.

Diet of Jade (Su)

(Requires 5 ranks each in Heal, and 2 ranks each in Feng Shui and Knowledge (Arcana)

By eating a diet that includes jade crushed into a powder and mixed with rice, you gain cold and fire resistance 5. Furthermore, you and the possessions you carry never get wet, your vision is never impeded by the smoke from a fire (denying concealment from you to those using smoke for that purpose) and non-magical smoke cannot cause you to suffocate. For a number of times per day equal to your Wisdom modifier, you can walk on calm water for a number of rounds equal to your class level.

Internal Alchemy (Su)

(Requires the Craft Alchemical Mixture and Poison Use class abilities and 2 ranks in Craft (Alchemy))

After exposure to experimental compounds and magical elixirs, the enlightened scholar gains a high degree of resistance to poisons and diseases. The character may roll his Craft (Alchemy) skill check in place of a save to survive exposure to poisons, toxins, venoms, diseases. He may even do so to resist attacks and conditions that cause paralysis.

Ki Breath (Sp)

(Requires the Purging Breath class ability and 2 ranks in Craft (Alchemy))

Continuing his training, the enlightened scholar learns to control breathing to reduce the damage rendered to his body. The character can make a Concentration check (DC 10) to activate Damage Reduction 1/magic. For every 5 points that he exceeds the DC, he receives an additional point of Damage Reduction. This ability lasts a number of rounds equal to the character’s class level.

Ki Strike (Su)

(Must be able to inflict 1d6 points of damage with an unarmed strike and have the Ki Awakened feat)

The enlightened scholar can empower his unarmed attacks with ki. He must invest one point of ki into this ability. As long as he maintains his ki focus, his unarmed attacks are treated as magic weapons for the purpose of overcoming damage reduction. This ability can be selected an additional time, when the enlightened scholar may now treat any proficient melee weapon as magic for the purpose of overcoming damage reduction. The enlightened scholar can select this ability a third time to treat his melee attacks as aligned weapons (choose one alignment at the time the ability is gained). If he selects this ability yet again, his melee attacks are treated as adamantine weapons.

This ability can only be taken up to four times. Each time the enlightened scholar takes it, he must be capable of inflicting a higher die type of damage with an unarmed strike.

Meditative Healing (Sp)

(Requires Wis 13, the Ki Awakened feat, the Internal Alchemy, Craft Alchemical Mixture, and Poison Use class abilities, and 7 ranks in Craft (Alchemy))

The enlightened scholar has discovered a technique for healing himself while in a state of meditation. While ki focused, the character may roll an Craft (Alchemy) skill check to grant himself Fast Healing. He determines the rank value of the Fast Healing by the DC of the Craft (Alchemy) skill check (DC 20 for Fast Healing 1, DC 25 for Fast Healing 2, DC 30 for Fast Healing 3, DC 35 for Fast Healing 4 and DC 40 for Fast Healing 5). The maximum duration is a number of minutes equal to the enlightened scholar’s Wisdom bonus, no matter how long he maintains ki focus. He may use this ability once a day for every five enlightened scholar levels.

Poison Immunity (Ex)

(Requires the Craft Alchemical Mixture and Poison Use class abilities and 8 ranks in Craft (Alchemy))

The enlightened scholar has experimented extensively with a great variety of poisons, venoms, and other toxins. He has slowly built up his immunity to these toxins and poisonous compounds by exposing himself to them in very small doses. The enlightened scholar gains immunity to all poisons.

Poisonous Breath (Sp)

(Requires the Ki Breath, Craft Alchemical Mixture, Internal Alchemy, Poison Use, Poison Immunity, and Purging Breath class abilities and 2 ranks in Craft (Alchemy))

Training in this extreme regimen of breathing exercises combined with a special diet allows the enlightened scholar to create poisonous fumes within his body and can release them. He breathes out a cloud of acid a number of times per day equal to the enlightened scholar’s Wisdom modifier +1 (minimum once per day). The enlightened scholar can breathe the noxious cloud from his mouth in a 90-degree arc. It extends out to 20 feet and it lasts for 1d4 rounds before it dissipates.

The fumes inflict 1d6 damage +1 per enlightened scholar level; although a Reflex saving throw (DC 10 + half the enlightened scholar’s level + Wisdom modifier) reduces the damage by half. Victims within the cloud longer than one round must make a Fortitude saving throw (DC is the same) or become sickened. This instantaneous effect requires a standard action.

Purging Breath (Sp)

The enlightened scholar can purge himself of debilitating diseases by utilizing his superior breath control during meditation. After 1 minute, the character may make a Concentration check to heal himself of any mundane (DC 20) or magical disease (DC 25).

Imperishable Body (Ex)

(Requires the Clean Living, Craft Alchemical Mixture, Excellent Alchemy, Internal Alchemy, Poison Use, and Poison Immunity class abilities and 2 ranks in Craft (Alchemy))

The enlightened scholar has discovered how to reduce the effects of aging and entropy on his body through the application of diet, meditation, exercise, and other secret methods. He no longer takes ability score penalties for aging and cannot be magically aged. Any previously incurred penalties remain. Bonuses for aging still accrue, and the enlightened scholar still dies of old age when his time is up.

This ability also grants the enlightened scholar’s body the ability to survive for an eternity. The character’s physical body can persist as it looks now for millennia. The body becomes impossible to damage permanently, with the exception of one, specific act chosen by the DM and made known to the player. (With the knowledge of the strengths of his new form also comes the knowledge of its weakness.) For example, an enlightened scholar’s body might have to be eaten by a dragon or immersed in a pool of liquid aligned to negative energy to destroy it. All other attacks fail to destroy the body of the character.

The character still takes damage from attacks as normal; however, immediately after every attack the body magically heals itself of any physical signs of damage. The enlightened scholar gains a +4 to resist the effects of any condition that impairs his senses or physical abilities, such as blindness, deafness, or ability drain to Strength, Constitution, or Dexterity. If he should fail his saving throw, he now suffers the condition for only half of its duration. He can never be permanently affected by conditions or ability damage. The bonus from the Clean Living ability does not stack with Imperishable Body.


Warfare Enlightened Path

Knowledge of Warfare is obtained from studying the written works of the great generals of the past as well as practical applications with weapons and armor.

Know Your Enemy (Ex)

The enlightened scholar applies his knowledge of other races, creatures, and cultures to his efforts in combat. If the enlightened scholar has the appropriate Knowledge skill for an opponent (i.e. Knowledge (Arcana) when facing dragons, Knowledge (Religion) when facing undead, etc.), he gains a +1 competence bonus to initiative rolls and damage against that opponent for every five ranks he has in that Knowledge skill. If opposing multiple enemies and the scholar has more than one applicable Knowledge skill, he must choose one to use with this ability.

Principles of War (Ex)

(Requires a Base Attack Bonus of +3)

In his studies of warfare, the enlightened scholar learns from foot soldiers: the basic use of weapons and armor. He gains proficiency with martial weapons, light armor and small and medium shields. While wearing or using light armor and small or medium shields they lose half of their class AC bonus.

Total Warfare (Ex)

(Requires the Principles of War class ability and a Base Attack Bonus of +3)

Whenever the character leads others in combat, he may use their talents in the most effective manner possible. With a successful Knowledge (history) skill check (DC equal to 10 plus the highest CR of the opponents about to be faced in combat), he may grant benefits to his allies. Up to half of his enlightened scholar level in allies may receive one of the following benefits per ally. Once granted, these benefits cannot be changed.

  • Allies who have a Base Attack Bonus equal to their character level may add a circumstance bonus equal to the enlightened scholar’s Wisdom bonus to their damage totals.
  • Allies with the ability to heal hit points may add a circumstance bonus equal to the enlightened scholar’s Wisdom bonus each time they conduct healing. (This only applies to healing that cures hit points.)
  • Allies with the ability to sneak attack may add a circumstance bonus equal to the enlightened scholar’s Wisdom bonus to their Sneak Attack damage totals.
  • Allies with the ability to affect areas (such as with a fireball) can add a circumstance bonus equal to the enlightened scholar’s Wisdom bonus to their damage totals.

The benefits last for a number of rounds equal to half the enlightened scholar’s class level, beginning with the irst round of combat.

Way of War (Ex)

(Requires the Principles of War class ability and a Base Attack Bonus of +3)

After studying and contemplating the consolidated works of the legendary tiger generals, the enlightened scholar gains insight into the more subtle effects of warfare as well as several bold strategies. The enlightened scholar can no longer be flanked in combat. By spending time before combat to create a battle plan with his allies, and by making a successful Knowledge (History) skill check (against a DC equal to 10 plus the highest CR of the opponents about to be faced), he can grant his allies a bonus. They gain a +1 circumstance bonus to attack or to their armor class for a number of rounds equal to the enlightened scholar’s Wisdom bonus beginning with the first round that an ally joins in a battle.


Xiao Ren Path

Too often, the truth is that enlightened scholars in positions of influence use their knowledge for personal gain. Graft, blackmail, money-laundering, and a wide variety of other political and economic crimes are committed far too frequently. Eventually, nepotism and the fostering of civil posts to only civil servants of certain families grew to become the order of the day instead of appointing civil posts based on merit and innovation. You are one who has learned how to benefit from such a system. Choosing this path is mutually exclusive with the Junzi path and you cannot take abilities from both paths. You must choose which path to gain abilities from. Once made, this choice cannot be changed.

Inspire Fear (Ex)

(Cannot also have the Inspire Complacency class ability, Requires the Influential Guanxi class ability)

You have a sinister reputation and are infamous for ruthless deeds attributed to you, whether they are true or not. This provides you with the face necessary to inspire fear in others, which you have found can be a useful thing. Any opponent whose character level is equal to or less than your character level takes a -1 penalty on attack rolls and opposed skill checks against you. This is a mind-affecting fear affect.

This ability can be taken multiple times, but no more than a total of three times. Each additional time this ability is taken the penalty is increased by -1.

Live to Serve Another Day (Ex)

The astute enlightened scholar knows that his obligation and service to the empire is never complete and uses this knowledge to justify his ability to survive and serve the empire another day. When executing the total defense action, you receive a dodge bonus to AC equal to your Wisdom modifier.

Notorious Official (Ex)

(Cannot also have the Inspire Complacency class ability, Requires the Inspire Fear class ability)

Your reputation is known throughout the lands; even in many of the more remote and smaller kingdoms and islands. You may re-roll and Intimidation check you make if you do not like the roll you got - it doesn’t count. However, you must accept the results of the second roll and you must declare the use of this ability before the DM declares the success or failure of the first roll. You cannot use this ability if you are disguised or are otherwise unknown to the target of the intimidation check for whatever reason.

Scathing Castigation (Ex)

You know the fine art of insulting your enemies to such devastating effect as to completely distract them for a short, though often critical, amount of time. Once per encounter as a Standard action, you can cause all opponents who can hear and understand you to make a Will save (DC 10 + ½ your character level + your Wisdom modifier) or become lat-footed for 1 round.

Unsuspecting Shields (Ex)

You are adept at using others to save your skin; shielding you from those who might wish to bring you harm. You gain a cumulative +1 circumstance bonus to Armor Class for each ally or non-threatening creature that is adjacent to you, up to a maximum bonus equal to 1 plus half the number of levels you have on this path. The creature shielding you cannot be more than two sizes smaller than you or you do not receive any bonus from their presence. Each creature adjacent to you that is two sizes or more larger than you provides a +2 bonus.

Brandish Magical Might

A enlightened scholar may use his knowledge of magic and the power inherent within him to accomplish tasks with a special brandish magical might check (d20 +the enlightened scholar’s class level + his Wisdom modifier), such as dispel a spell effect or counter a spell, once per day per two class levels.

To counter a spell, the character must ready an action. When someone else casts a spell within sight, the enlightened scholar makes a brandish magical might check. If he succeeds, he counters the spell, ruining it, and the countered caster loses the spell slot. If the enlightened scholar fails the check, resolve the spell normally. Countering a spell does not cost him any spell slots of his own. Once per day per two class levels, the enlightened scholar can try to overcome a creature’s spell resistance by making a brandish magical might check rather than the normal caster level check.

Bonus Feats

At 4th, 8th, 12th, and 16th levels the enlightened scholar gets a bonus feat, he can select any Combat Feat or any Ki or Chakra feat; he must still meet all bonus feat prerequisites.


Concentration

An enlightened scholar can use concentration even if he cannot cast spells his effective caster level equals his enlightened scholar class level, his relevant ability modifier is Wisdom.

The following are additional uses for Concentration.

Check (Gain Ki Focus)

The ability to manipulate ki points gives ki-using characters a special energy. Ki-using characters can put that energy to work without paying a ki point cost—they can focus their ki by making a successful concentration check.

If you have 1 or more ki points available, whether invested in a chakra or not, you can meditate as a full round action that provokes attacks of opportunity to become ki focused. The DC is 15 for the first attempt each day. Each additional attempt after the first successful attempt in the same day add +2 to the DC.

Wearing armor increase the DC as it can stile the low and distribution of ki throughout the body.

Shields only double the non-magical AC bonus. For example, a character with a +1 magic shield (size Medium) only receives a -2 penalty to the character’s Concentration check.

Armor Type DC Increase
Light +5
Medium +10
Heavy +15
Shield used + (shield type bonus x2)

You remain ki focused until you expend your ki focus, become unconscious, until your ki point reservoir drops to 0, or the duration that you can maintain your ki focus expires. You maintain ki focus for a number of rounds equal to your Wisdom bonus (if any) + half your character level +1 for each Ki feat or Chakra feat that you have. While ki focused, you gain the benefits of any chakra that has ki points invested in it. You cannot benefit from any chakra that does not have ki invested in it, whether ki focused or not.

You can expend your ki focus on any single Concentration check you make thereafter. When you expend your ki focus, your base Concentration check is as if you rolled a 15. (It’s like taking 10.)

You can also expend your ki focus to gain the benefit of a feat or special ability, as per their description.

When you expend your ki focus in this manner, you must select a single chakra that has ki points invested in it. These ki points are lost for the day. You must have 8 hours of rest and must meditate for 1 hour to recover those points. The expended ki points immediately activate a special ability or benefit. When you expend your ki focus, you immediately lose all benefits of chakras and ki feats that affect you (except for those that do not require you to maintain ki focus).

Action: Usually none. In most cases, making a Concentration check doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Meditating to gain ki focus is a full-round action.

Retry: Yes, though a success doesn’t cancel the effects of a previous failure, such as the loss of ki points from expending your ki focus.

Check (Replenish Ki Reservoir)

Characters that can manipulate ki use up their ki points frequently. By succeeding on a concentration check, they can replenish their ki from ki in the surrounding environment a number of times per day equal to their Wisdom bonus (if any), by an amount equal to their Constitution bonus (if any). If they have no Wisdom bonus or no Constitution bonus, then they cannot replenish their ki. You must be ki focused to replenish your ki. During replenishment attempts, you can attempt to replenish ki for a number of rounds equal to half your class level.

Ki points gathered from the environment replenish ki points from your ki point reservoir. The ki points gathered cannot exceed your total ki point reservoir. Note that areas with an overabundance of ki will replenish 2 ki points per round, an area with moderate ki will replenish at a rate of 1 per round, and an area low in ki will only replenish 1 point of ki every 2 rounds.

Ki recovered from the environment might not be balanced ki and could possibly be aligned to yin or yang depending on the location where it is gathered.

Replenishing ki points outside of stressful situations does not require a concentration check; however, replenishing ki points during stressful situations, such as combat, does. The concentration DC to replenish your ki points during stressful situations, such as combat, is 20.

Action: Full-round action.

Retry: Yes.

Immortal Knowledge (Ex)

At 20th level an enlightened scholar discovers a cure for the scholar’s aging, and from this point forward the scholar remains her current age category forever and takes no penalty to physical ability scores from advanced age. Even if the enlightened scholar comes to a violent end, once per week she spontaneously reincarnates (as the spell) 24 hours later in a place of the scholar’s choosing within 20 miles of the place the scholar died.

The monk must have visited the place in which he returns back to life at least once.

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