Jade Feats
Table of Contents

Arcana Feats

Arcana feats are only available to characters and creatures with an arcane pool.

Because arcana feats are supernatural abilities, they cannot be disrupted in combat (as spells can be) and generally do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to spell resistance and cannot be dispelled; however, they do not function in areas where spells are suppressed, such as an antimagic field. Leaving such an area allows arcana feats to be used. Many arcana feats can be used only when you have arcane focus; others require you to expend your arcane focus to gain their benefit.

Expending your arcane focus does not require an action; it is part of another action (such as using a feat). When you expend your arcane focus, it applies only to the action for which you expended it. The feats the increase arcane pool points do not stack with the magus arcana arcane pool points.

Gain Arcane Focus

Merely having an arcane pool gives characters a special energy. Characters with an arcane pool can put that energy to work without actually paying a point cost—they can obtain arcane focus.

If you have an arcane pool, you can meditate to obtain arcane focus. Meditating is a full-round action that provokes attacks of opportunity. When you have arcane focus, you can expend your focus on any single concentration check you make thereafter. When you expend your focus in this manner, your concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your concentration modifier is 15. You can also expend your focus to gain the benefit of an arcana feat—many arcana feats are activated in this way.

Once you have arcane focus, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in cases such as elves).

You may gain arcane focus only if you have 1 or more points available in your arcane pool. Expending your arcane focus to power a feat, class feature, or any other ability only powers a single effect. You cannot gain the benefit of multiple abilities that require expending your arcane focus once; each effect requires its own instance of expending arcane focus.

Arcane Body (Arcana)

Your arcane power reinforces your body.

Benefit: When you take this feat, you gain 2 hit points for each arcana feat you have (including this one). Whenever you take a new arcana feat, you gain 2 more hit points.

You add 1 point to your arcane pool.

Arcane Dodge (Arcana)

The arcane power you have makes you more proficient at dodging blows.

Prerequisites: Dex 13, Dodge.

Benefit: You must be arcane focused to use the feat. You receive a +1 dodge bonus to your AC. This bonus stacks with other dodge bonuses to AC. You may expend your arcane focus as an immediate action to increase this bonus to a +4 dodge bonus to your AC for a single attack made against you.

You add 1 point to your arcane pool.

Arcane Endowment (Arcana)

You endow your spells with more concentrated focus.

Benefit: To use this feat, you must expend your arcane focus. You add 1 to the save DC of a spell you cast.

You add 1 point to your arcane pool.

Arcane Endowment, Greater (Arcana)

You endow your spells with more concentrated focus.

Prerequisites: Arcane Endowment.

Benefit: When you use the Arcane Endowment feat, you add +2 to the save DC of the spell you cast instead of +1.

You add 1 point to your arcane pool.

Arcane Meditation (Arcana)

You can focus your mind faster than normal, even under duress.

Prerequisites: Int 13 or Cha 13 (depending on your key spellcasting modifier), Knowledge (arcana) 4 ranks.

Benefit: You can take a move action to obtain arcane focus. You add 1 point to your arcane pool.

Normal: A character without this feat must take a full-round action to obtain arcane focus.

Arcane Talent (Arcana)

You can use your arcane pool more times a day than most.

Prerequisites: Having and arcane pool.

Benefit: When you take this feat for the irst time, you add 2 points to your arcane pool.

Special: You can take this feat multiple times. Its effects stack.

Bewitching Focus (Arcana)

Your power as a witch allows you to gain arcane focus in an instant.

Prerequisites: Witch level 4th.

Benefit: You can use a swift action to gain arcane focus after utilizing a hex. You may use this ability three times per day.

You add 1 point to your arcane pool.

Bewitching Rejuvenation (Arcana)

Your power as a witch allows you to gain arcane focus in an instant.

Prerequisites: Witch level 1st.

Benefit: As a swift action, you can gain a second use of a hex that you normally can only use once per day (or that targets a specific creature once per day) by expending your arcane focus and spending points from your arcane pool based on how powerful the hex is (see table below).

You add 1 point to your arcane pool.

Table: Bewitching Rejuvenation
Hex Power Level Points Spent from Arcane Pool to Recover
Hex 3
Major Hex 5
Grand Hex 7

Metarcane Pool (Arcana, Metamagic)

You can draw power from your arcane pool to empower your spells with metamagic.

Prerequisites: One metamagic feat.

Benefit: To use this feat, you must expend your arcane focus. As a swift action, you can add the effects an metamagic feat to a spell you are about to cast by spending points from your arcane pool equal to the number of spell levels added by the metamagic feat plus one. For example, if you want to augment a spell with the Maximize Spell feat you must spend 4 points from your arcane pool, but if you want to augment a spell with the Silent Spell feat you only need to spend 2 points. You may use this ability whether you have to prepare spells every day or cast spells spontaneously.

When augmenting a spell with this feat, you do not raise its effective spell level or DC to resist. You can only augment a spell with one metamagic feat at a time.

You add 1 point to your arcane pool.

Metarcane Pool, Greater (Arcana, Metamagic)

You can draw power from your arcane pool to empower your spells with multiple metamagic effects.

Prerequisites: Metarcane Pool, two other metamagic feats.

Benefit: This feat functions as the Metarcane Pool feat, except that you can now augment your spells with multiple metamagic feats. The number of points you must spend from your arcane pool is equal to the number of spell levels added by the metamagic feats plus the number of metamagic feats utilized plus one. For example, if you wanted to augment a spell with both the Silent Spell feat and the Still Spell feat, you would have to spend 5 points from your arcane pool.

You add 1 point to your arcane pool.


Chakra Feats

There is a subset of ki feats called chakra feats that allow you to invest them with ki points. Chakras grant powers or enhanced abilities when invested with ki points. While a character is ki focused, all his chakra with invested ki points grant these powers or enhanced abilities. The character cannot benefit from any chakra if he is not ki focused.

A character can also expend his ki focus with a single chakra in order to gain a greater power or ability, but for a shorter period of time. When expending ki focus, the chosen chakra must have ki points invested. Only the chosen chakra provides special abilities and only the chosen chakra loses the expended ki points. Any ki points expended are lost for the day. You can invest a number of ki points into a chakra as shown in Table: Chakra Capacity (up to a maximum equal to your Wisdom bonus). Certain feats, prestige classes, and magic items can increase this capacity.

Table: Chakra Capacity
Character Level Ki Point Capacity
1st-4th 1
5th-9th 2
10th-14th 3
15th-19th 4
20th+ 5

While ki focused, you can invest and reallocate ki into your chakras as a free action on your turn. Your ki remains where you have invested it until you reallocate it on a later turn. Any invested ki points remain where allocated, unless expended or reallocated. Some chakras only provide a benefit or ability when they have ki invested and cannot provide any benefit when expending ki focus with them. Certain chakras only provide a benefit or special ability when expending ki focus. Chakras that only provide a benefit or special ability upon expending ki focus can be invested with ki prior to expending their focus. The ki points in that chakra provide no benefit until expended.

Animus Shield (Chakra)

Your ki solidifies as a protective barrier in the instant before the impact from an attack. You can use the animus, or aura, of your ki to block attacks from your enemies.

Prerequisites: Con 11, Wis 13

Benefit: While ki focused, you receive a +1 deflection bonus to AC for each point of ki infused.

By expending your ki focus, you can force your opponent to reroll a single attack roll. Use this feat at any time during the round as a free action, but ki points must already be invested. For each additional point of ki expended beyond the irst, your opponent incurs a cumulative -1 circumstance penalty on his attack reroll.

You gain one point of ki.

Charging Dragon (Chakra)

Harnessing your ki with a burst of speed, you gain the ability to charge in a crooked line and avoid terrain effects.

Prerequisites: Con 13, Dex 13, Wis 13, Speed of the Wind.

Benefit: While ki focused, you ignore difficult terrain penalties in a number of spaces equal to the number of ki points invested in this chakra feat.

By expending your ki focus with this chakra feat during a charge, you can make one turn of up to 90 degrees per ki point invested in this chakra. All other restrictions to charges still apply. For instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn.

You gain one point of ki.

Dancing Prana Strike (Chakra)

Use your momentum, leverage, and ki in acrobatic displays of might and cunning to attack your opponents.

Prerequisites: Con 13, Dex 13, Wis 13, and either Skill Application, Skill Focus, or Skill Application with at least one of the following skills: Acrobatics, Climb, Perform (Dance), Ride, or Swim.

Benefit: Invest ki points into this chakra before making attack rolls. You may choose to subtract a number from all movement-based skill check rolls (Acrobatics, Climb, Fly, Ride, and Swim) and add it to all melee damage rolls. This number may not exceed twice the number of ki points invested. You must be ki focused and you must make a movement-based skill check in the same round. When moving through difficult terrain, you may walk or hustle through those spaces instead of suffering from hampered movement provided you successfully make the appropriate skill check (i.e. Acrobatics, Climb, etc.). You still cannot run or charge through difficult terrain.

If you expend your ki focus before an attack, you may instead double the bonus to damage from this feat.

You gain one point of ki.

Expertise Chakra (Chakra)

By focusing ki on your defense for a time you can build it up for a powerful strike.

Prerequisites: Int 13, Str 13, Wis 13, Combat Expertise, Power Attack.

Benefit: Invest ki points into this chakra while ki focused and before making attack rolls for a round. You may then subtract a number from all melee attack rolls and add an equal amount to all melee damage rolls and to Armor Class for one round. This number may not exceed the number of ki points invested into this chakra. You may not use Combat Expertise or Power Attack feats in the same round that you use this feat.

Whenever the character’s ki focus is expended with this chakra during an attack, you lose the above benefits, but gain a bonus equal to the number of ki points expended in this chakra on the next attack only.

You gain one point of ki.

Flight of the Dragon (Chakra)

The character learns to channel his ki to provide the mystical ability of light for brief periods.

Prerequisites: Wis 13, Footsteps of the Dragon.

Benefit: While ki focused with at least 2 points of ki in this chakra, the character can ly with perfect maneuverability a number of feet equal to his base movement once per round. The character must begin and end movement on a solid surface or he will fall. Investing a single point of ki in this chakra is not enough to allow the character to ly. If 3 ki points are invested in this chakra, the character may perform a double move action while lying, but he must still end his movement on a solid surface. With 4 ki points invested, the character can stay aloft for the entire round until the beginning of his next turn; he must land before performing any more movement or other actions for that turn. If 5 ki points are invested, the character can stay aloft until he completes his actions in the second round, at which point he must land. This feat can be used only if the character is wearing light armor or no armor.

If the number of ki points invested in this chakra should be reduced (whether voluntarily or involuntarily) or the character loses his ki focus and the character’s light movement is not yet complete, he immediately falls.

You gain one point of ki.

Footsteps of the Dragon (Chakra)

Learn the mystical ability of focusing ki into reducing body weight to balance on tightropes, the narrow branches of a willow tree, or delicate china dishes. The character is so light that difficult climbs or jumps become easier.

Prerequisites: Wis 13.

Benefit: While ki focused with this chakra, the character may reduce his body weight by 90%. Items carried or worn do not reduce their weight. Gain a +2 insight bonus to Dexterity- and Strength-based skill checks per point of ki invested. Expending ki focus grants a +10 enhancement bonus to Dexterity- and Strength-based skill checks for each point of ki expended in this chakra for 1 round. If the character is encumbered, the bonus to Dexterity- and Strength-based skill checks is reduced to +1 per point of ki while ki focused or +5 per point of ki when he expends his ki focus.

You gain one point of ki.

Restrictions: This feat can be used only if the character is wearing light armor or no armor. If the character is heavily encumbered, he is incapable of using this feat.

Fortitude Chakra (Chakra)

You can use ki to resist effects that would adversely affect your health.

Prerequisites: Con 13, Wis 13, Great Fortitude.

Benefit: While maintaining your ki focus, you gain an insight bonus on Fortitude saves equal to the number of ki points invested in this chakra.

Expending your ki focus grants you an insight bonus on Fortitude saves equal to twice the number of ki points expended. This lasts for a number of rounds equal to your Constitution bonus (minimum 1).

You gain one point of ki.

Ghostly Prana Strike (Chakra)

Your deadly strikes against incorporeal foes always ind their mark.

Prerequisites: Wis 13, base attack bonus +3.

Benefit: When you make a melee attack or a ranged attack against an incorporeal creature, you infuse your weapon or natural weapon with your ki. It becomes briefly incorporeal as the attack is made. You make two rolls to check for the miss chance when attacking incorporeal creatures. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. For each point of ki invested beyond the first, you gain +1 points of damage against the incorporeal creature.

By expending your ki focus, you gain the benefits outlined above, except that the damage bonus is +1d6 points of damage against the incorporeal creature for every point of ki expended.

You gain one point of ki.

Healing Chakra (Chakra)

The character can channel ki to heal herself of physical abuse and damage.

Prerequisites: Con 13, Wis 13.

Benefit: To use this feat, you must expend your ki focus. Each point of ki expended heals 3 hit points, up to your current maximum hit points.

You gain one point of ki.

Item Activation Chakra (Chakra)

Your ki grants you a special insight into the workings of magic items.

Prerequisites: Wis 13, Knowledge (arcana) 1 rank.

Benefit: You must be ki focused to use this feat. For every 3 caster levels of the creator of the magic item, you can invest 1 ki point in order to activate a magic item as a move action rather than as a standard action. All of the ki invested in this chakra must remain invested the entire time the item is in use or this feat will not work. Expending ki focus with this chakra allows you to activate a magic item as a swift action.

You gain one point of ki.

Ki Awareness (Chakra)

Using your ki, you notice things that you never perceived before.

Prerequisites: Wis 13, Perception 5 ranks.

Benefit: You gain Blindsense out to a range of 10 feet per point of ki invested. Expending your ki focus grants the Blindsight for a number of rounds equal to your Wisdom bonus.

You gain one point of ki.

Ki-Infused Organs (Chakra)

After learning a secret technique over the course of several weeks from a master martial artist, you can ill your internal organs with so much ki that you can move them within your body to mitigate harm.

Prerequisites: Con 13, Wis 13, base Fortitude save +6

Benefit: There is a 10% chance per ki point invested in this chakra that you negate a critical hit. You must be aware of the attack; this feat does not apply to damage taken from a sneak attack. You cannot stack the benefits of this feat with that of any other ability. If you succeed, your opponent rolls damage normally.

If you expend your ki focus, your chance to negate critical hits increases to 20% per ki point expended for a number of rounds equal to your Constitution bonus.

Your chance to negate critical hits never exceeds 90%.

You gain one point of ki.

Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body.

Ki Smite (Chakra)

You can charge your melee attacks with ki, making them into powerful kinetic blows with increasingly debilitating effects.

Prerequisites: Str 13, Wis 13.

Benefit: Expend your ki focus with a normal melee attack that successfully strikes a target. You force the target to make a successful Fortitude save (DC 10 + ½ your character level + your Wisdom bonus). If the save fails, the target suffers the damage from your attack plus one or more additional effects. For each point of ki expended, the target suffers +1 point of damage and is dazed for 1 round. For every 2 points of ki expended, the target is knocked back 5 feet (unless prohibited by terrain). If 3 or more ki points are expended, then the target is also knocked prone. The effects of this feat are cumulative.

You gain one point of ki.

Ki Spell Endowment (Chakra)

You can make your spells more difficult to resist by endowing them with ki.

Prerequisites: Wis 13, Knowledge (arcana) 1 rank, ability to cast spells.

Benefit: By expending your ki focus, add 1 to the save DC of your spell for each ki point expended at the time of casting the spell.

You gain one point of ki.

Ki Spell Penetration (Chakra)

Your spells are especially potent, breaking through spell resistance readily.

Prerequisites: Wis 13, Knowledge (arcana) 1 rank, ability to cast spells.

Benefit: Expend your ki focus. You get a +1 bonus on caster level checks or caster power checks made to overcome a creature’s spell resistance per point of ki expended at the time of casting the spell.

You gain one point of ki.

Ki Sunder (Chakra)

You can sense the stress points on weapons and construction from the ki lowing through the environment.

Prerequisites: Str 13, Wis 13, Power Attack, Improved Sunder.

Benefit: To use this feat, you must expend your ki focus. When strike at an opponent’s weapon, you ignore two points of the weapon’s Hardness (round down) for every ki point expended. The effects of this ability also apply to any magical enhancements possessed by the weapon that increase its hardness.

You gain one point of ki.

Special: You can sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the total Hardness (round down) when attacking that object.

Leopard Jump (Chakra)

The character can channel ki in a burst of energy to make amazing jumps.

Prerequisites: Wis 13, Acrobatics 3 ranks.

Benefit: By maintaining your ki focus, you gain a +5 bonus on an Acrobatics check to jump per ki point invested in this chakra. Expending your ki focus grants you a +10 bonus on an Acrobatics check to jump per ki point invested in this chakra.

You gain one point of ki.

Living Cloth (Chakra)

Those who bond with their lowing robes or scarves or billowing cloaks ind that they can animate the article of clothing with their ki and treat the bonded cloth as a chakra. The article of clothing becomes like a living part of the wearer and can magically stretch a short distance.

Prerequisites: Wis 13, Improved Unarmed Strike, Exotic Weapon Proficiency (whip).

Benefit: Strike and grasp with your clothing. While ki focused, you gain an extra 5 foot of reach for your unarmed attacks per point of ki invested. You do not threaten the area beyond your reach as a result of this feat. You are proficient with using your loose clothing as an unarmed attack in combat and, unless your living clothing is bound, you are always considered armed while ki focused. Your clothing is considered a light weapon.

Attacks with your clothing deal non-lethal damage. You suffer a cumulative -2 penalty to Strength- and Dexterity-based checks and attack rolls targeting creatures or objects for each 5 foot increment that you can reach with the clothing. You can use your living cloth to grasp and retrieve items, grapple, or to perform trip or disarm attempts, but you cannot wield weapons with it.

The Weapon Finesse feat allows you to apply your Dexterity modifier instead of your Strength modifier to attack rolls with this feat. You can initiate a grapple combat maneuver, but you suffer a -2 circumstance penalty when grappling with just your living cloth. When making a trip combat maneuver at reach with this feat, if you fail you cannot avoid being tripped if your target attempts to trip you. When using this feat, you get a +1 bonus on combat maneuver rolls made to disarm an opponent (including the roll to keep from being disarmed). Since the living cloth is infused by your ki, it may heal damage just as you do. Any time you are healed it may heal just as much damage to itself.

Using this feat provokes an attack of opportunity, just as if you had used a ranged weapon.

You gain one point of ki.

Special: The Deflect Arrows and Snatch Arrows feats can be used with this feat.

Phoenix Eye (Chakra)

Utilizing your ki to guide your aim, you can strike your foe with a ranged weapon more accurately or even resolve your attack as a touch attack.

Prerequisites: Dex 13, Wis 13, base attack bonus +5, Point Blank Shot.

Benefit: Your ranged attack gains a +1 insight bonus to hit for every 2 ki points invested in this chakra.

By expending your ki focus with a ranged attack, you can resolve it as a ranged touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your ki focus.

You gain one point of ki.

Phoenix Fist (Chakra)

Use your ki to guide your blows to make an unarmed strike or use a natural weapon against your foe more accurately or as a touch attack.

Prerequisites: Str 13, Wis 13, base attack bonus +5, either Improved Unarmed Strike or a natural weapon.

Benefit: While maintaining ki focus, your unarmed strike or attacks with a natural weapon gains a +1 insight bonus to hit for every 2 ki points invested.

By expending your ki focus with a single unarmed strike or attack with a natural weapon, you can resolve it as a touch attack. You must decide to expend your ki focus prior to making the attack. If your attack misses, you still expend your ki focus and any ki points invested.

You gain one point of ki.

Phoenix Weapon (Chakra)

Ki guides your hand to strike your foe with a melee weapon more accurately or to resolve your attack as a touch attack.

Prerequisites: Str 13, Wis 13, base attack bonus +5, and Weapon Focus.

Benefit: While maintaining your ki focus, your melee weapon attack with which you have the Weapon Focus feat gains a +1 insight bonus to hit for every 2 ki points invested in this chakra.

By expending your ki focus with a single melee weapon attack, you resolve it as a melee touch attack. You must decide to use this feat prior to making the attack. If your attack misses, you still expend your ki focus and any ki points invested.

You gain one point of ki.

Raging Chakra (Chakra)

You use ki to harness your rage into a powerful force.

Prerequisites: Con 13, Wis 13, base attack bonus +1.

Benefit: You fly into a ki-empowered rage when you expend your ki focus. In a rage, you temporarily gain a bonus to Strength, Constitution, and Will saves, but you take a penalty to Armor Class as well. Your Strength and Constitution increase by +1 for each point of ki you expend in this chakra; your Will gains a bonus of +1 for every 2 points of ki you expend in this chakra. Every two points of increased Constitution raises your hit points by 2 points per level, but these hit points go away at the end of the Raging Chakra when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While using Raging Chakra, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration such as gaining ki focus. Nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Expertise, ki feats, chakra feats, item creation feats, and metamagic feats. Raging Charka lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may prematurely end use of the feat. At the end, you lose the Raging Chakra modifiers and restrictions and become fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

You can use this feat only once per encounter and during your action, not in response to someone else’s action.

You gain one point of ki.

Raging Chakra, Improved (Chakra)

You use ki to harness your rage into a powerful force.

Prerequisites: Con 13, Wis 13, Raging Chakra, base attack bonus +1.

Benefit: You gain fast healing while using Raging Chakra. You regain a number of hit points at the end of your turn equal to the number of ki points expended in this chakra.

You gain one point of ki.

Reflex Chakra (Chakra)

You can use ki to avoid harm.

Prerequisites: Dex 13, Wis 13, and Lightning Reflexes.

Benefit: You gain an insight bonus on Reflex saves equal to the number of ki points that you invest in this chakra. Expending your ki focus grants you an insight bonus on Reflex saves equal to twice the number invested in the chakra. This lasts for a number of rounds equal to your Dexterity bonus.

You gain one point of ki.

Resilience of the Dragon (Chakra)

You can feel the forces of life invigorating you as ki helps you to overcome the inherent frailties of the physical body. Minor wounds heal quickly and even greater wounds soon heal.

Prerequisites: Con 13, Wis 13, Healing Chakra.

Benefit: You can convert 1 point of damage you receive per attack into non-lethal damage for each point of ki invested.

When you expend your ki focus, you receive 1 rank of fast healing per point of ki expended. This lasts for a number of rounds equal to your character level.

You gain one point of ki.

Resistance Chakra (Chakra)

You align your ki with the elements and energies, allowing you to develop a harmonious resistance to these same energies.

Prerequisites: Con 13, Dex 13, Wis 13, and either Align Ki or Gather the Dragon’s Breath.

Benefit: Every 2 points of balanced ki invested in this chakra provides a cumulative resistance of 5 to either earth elemental damage or sonic energy damage. Every 2 points of yang-aligned ki invested in this chakra provides a cumulative resistance of 5 against electricity, ire, or sonic energy type damage. Every 2 points of yinaligned ki invested in this chakra provides a resistance of 5 against acid or cold damage. You can designate a different element or energy that you are resistant against each round as a free action, but only on your turn.

Expending your ki focus provides you with immunity to damage from certain elements and/or energies. This lasts for a number of rounds equal to the number of ki points expended. Balanced ki expended provides immunity against earth or sonic damage. Yang-aligned ki expended in this chakra provides immunity against air, electricity, or ire damage. Yin-aligned ki expended in this chakra provides immunity against acid, cold, or water damage.

You gain one point of ki.

Resolute Ki (Chakra)

You are proicient at using aligned ki to ight against detrimental effects. You can use yang-aligned ki to suppress the effects of poisons and diseases upon the body, while using yin-aligned ki to reach a sanguine state of mind that resists detrimental emotions.

Prerequisites: Con 13, Wis 13, Align Ki.

Benefit: When you are ki focused with yang-aligned ki, you receive a +2 to your saving throws against any poison or disease (including magical diseases) for each point invested. When you are ki focused with yin-aligned ki, you receive a +2 to your saving throws against any fear, despair, rage, or other emotion-based effect for each point invested.

Expending ki focus with yang-aligned ki grants immunity to diseases and poisons for a number of minutes equal to the number of points expended. Expending ki focus with yin-aligned ki grants immunity to any fear, despair, rage, or other emotion-based effect for a number of minutes equal to the number of points expended.

Expending ki focus cannot dispel or purge any diseases or poisons already in the body. Likewise, it does not dispel any fear, rage, despair, or other emotion-based effects that the character may already be suffering from.

You gain one point of ki.

Restorative Chakra (Chakra)

You resist and heal ability damage rapidly with the expenditure of ki.

Prerequisites: Con 13, Wis 13

Benefit: You resist taking ability damage at a rate of 1 for every 2 ki points invested.

By expending your ki focus, you heal ability damage and ability burn damage more quickly than normal. You heal 1 ability point for every ki point expended.

You gain one point of ki.

Normal: You heal ability damage and ability burn damage at a rate of 1 point per day.

Speed of the Wind (Chakra)

The breath of the wind provides the vitality and force needed for your body to reach greater speeds.

Prerequisites: Wis 13.

Benefit: As long as you are ki focused and not wearing heavy armor or carrying a heavy load, you gain an insight bonus of 5 feet to your speed per point of ki invested in this chakra.

When you expend your ki focus and are not wearing heavy armor or carrying a heavy load, you gain an insight bonus of 15 feet to your base speed per ki point expended in this chakra for one round.

You gain one point of ki.

Spiritual Pressure (Chakra)

While ki focused, this technique causes your spiritual animus to forcibly weigh down on others and can even attack those around you by building up and releasing your ki animus in a sudden explosion of spiritual energy.

Prerequisites: Wis 13, any other Chakra or Ki feat.

Benefit: The character can cause any creature within range to move more slowly, treating all spaces as dificult terrain unless they can make a Will saving throw (DC 10 + half character level + Wisdom modifier). The range of this ability is a 5 foot radius for every point of ki the character has available in his total ki reservoir. Expending your ki focus causes all creatures within range to suffer 1d6 points of force damage per point of ki expended, unless they can make a Will saving throw (DC 10 + half character level + Wisdom modifier); in which case, they suffer only half damage.

You gain one point of ki.

Tiger Eye Chakra (Chakra)

You can charge your ranged attacks with ki, giving them additional damage potential.

Prerequisites: Wis 13, Point Blank Shot.

Benefit: While ki focused, your ranged attacks deal an extra +1point of damage per ki point invested.

Expend your ki focus with a single ranged attack to deal an extra +1d6 points of damage per ki point. You must decide to expend your ki focus prior to making an attack. If your attack misses, you still expend your ki focus and any ki points used.

You gain one point of ki.

Tiger Fist Chakra (Chakra)

You can charge your unarmed strike or natural weapon with ki, granting it additional damage potential.

Prerequisites: Str 13, Wis 13, either Improved Unarmed Strike or a natural weapon.

Benefit: Your unarmed strike or attack with a natural weapon deals an extra +1 point of damage per ki point invested in this chakra.

By expending your ki focus with a single unarmed strike or attack with a natural weapon, your attack deals an extra +1d6 points of damage per ki point expended. You must decide to expend your ki focus prior to making an attack. If your attack misses, you still expend your ki focus and any ki points used with this chakra.

You gain one point of ki.

Tiger Weapon Chakra (Chakra)

You can charge your melee weapon with ki, giving it additional damage potential.

Prerequisites: Str 13, Wis 13, Weapon Focus.

Benefit: Your attack with a melee weapon deals an extra +1 point of damage per ki point invested in this chakra.

By expending your ki focus and attacking with a melee weapon with which you have the Weapon Focus feat, your attack deals an extra +1d6 points of damage per invested ki point expended. You must decide to expend your ki focus with this feat prior to making an attack. If your attack misses, you still expend your ki focus and any ki points.

You gain one point of ki.

Vertical Prana (Chakra)

You can run on walls or other vertical surfaces for brief distances by gathering and holding your ki and using it to propel your movements to keep you temporarily free of gravity.

Prerequisites: Wis 13.

Benefit: While you are ki focused, you can traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. You can move up to 30 feet per point of ki invested. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate. Treat the wall as a normal loor for measuring your movement. Passing from loor to wall or wall to loor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move within their threatened areas.

By expending your ki focus, you can end your movement on a vertical surface, but only by 5 feet above a horizontal surface for each ki point expended. By the end of your next turn, if you have not moved to a horizontal surface, you fall.

Alternately, by expending your ki focus you can move on a surface while upside down, with the same restrictions as when moving on a vertical surface: your movement must end on a horizontal surface.

You gain one point of ki.

Special: You can take other move actions moving along a wall; however, if you are prevented from completing your move, you fall. You can make an Acrobatics check to move through a threatened area along the wall to avoid attacks of opportunity.

White hair of the Deadly Lotus (Chakra)

You can animate your extraordinarily long hair with your ki, treating it as a chakra, making it like another limb to you. It can even provide you with a longer than normal Reach as you learn to magically stretch your hair to reach a short distance away and make attacks, eventually even learning to manipulate objects with it.

Prerequisites: Wis 13, Dex 13, Improved Unarmed Strike, see Special.

Benefit: You can animate your hair to extend the reach of your attacks. While ki focused, you gain an extra 5 foot of Reach for your unarmed attacks per point of ki invested, though you don’t threaten the area into which you can make an attack beyond the 5 foot area closest to you as a result of this feat. You are proicient with using your hair as an unarmed attack in combat. Unless your hair is bound, you are always considered armed while ki focused (your hair is considered a light weapon). Your attacks with your hair may only deal non-lethal damage. For every attack, you suffer a cumulative -2 penalty to Strength- and Dexterity-based checks and attack rolls targeting creatures or objects up to 10 ft. or more away from you.

You can use your hair to grasp and retrieve items or perform combat maneuvers, but you cannot wield weapons with the hair.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modiier to attack rolls with this feat.

You can use the Agile Maneuvers feat in conjunction with this feat to use your Dexterity instead of Strength for initiating a combat maeuver when attack at reach. You suffer a -2 circumstance penalty to a grapple combat maneuver with just your hair no matter which modifier is used. When you fail to make a successful trip combat maneuver at reach with your hair, you cannot avoid being tripped by your target. You get a +1 bonus on combat maneuvers made to disarm an opponent (including the roll to keep from being disarmed if the attack fails should there be a weapon held by your hair with the improved version of this feat).

Using this feat provokes an attack of opportunity, just as if you had used a ranged weapon.

Expend your ki focus to attack many foes at once with your hair.

When you perform the full-attack action, you can give up all regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. It requires at least 1 point of ki just to expend your ki focus, but an additional 2 points of ki for each additional 5 ft. in Reach. For example, you can attack all foes within 5 ft. after expending your ki focus with 1 point of ki in this chakra, all foes within 10 ft. for 3 ki points, all foes within 15 ft. for 5 ki points, and all foes within 20 ft. for 7 ki points.

You gain one point of ki.

Special: You can only take this feat if your character has long hair. This feat does not replace the Multiweapon Fighting or Multiattack feats. To make additional attacks utilizing your hair, either one of those feats must be acquired separately. For the prerequisites of Multiweapon Fighting, your hair may be considered to be an extra hand. To make multiple unarmed strikes using your hair, you must have Multiattack.

White Hair of the Deadly Lotus, Improved (Chakra)

You can animate your extraordinarily long hair with your ki, treating it as a chakra, making it like another limb to you. It can even provide you with a longer than normal Reach as you learn to magically stretch your hair to reach a short distance away and make attacks, eventually even learning to manipulate objects with it.

Prerequisites: Wis 13, Dex 13, Improved Unarmed Strike, White Hair of the Deadly Lotus.

Benefit: You can use your hair to attack with a light weapon as if it was one of your hands (only light weapons, anything heavier incurs the -4 nonproficiency penalty to attack even if the character is proicient with the weapon) or to manipulate objects. You do so with with less dexterity (-4 penalty to use Craft, Disable Device, Escape Artist, Linguistics, and Sleight of Hand checks). You inlict lethal damage with unarmed strikes made by your hair and can now use the Hands as Weapons feat in conjunction with this feat. To make multiple attacks with weapons using your hair, you must have Multiweapon Fighting.

You gain one point of ki.

Will Chakra (Chakra)

You can use ki to increase your willpower.

Prerequisites: Wis 13, Iron Will.

Benefit: While maintaining your ki focus, you gain an insight bonus on Will saves equal to the number of invested ki points. Expending your ki focus grants you an insight bonus on Will saves equal to twice the number of ki points expended for a number of rounds equal to your Wisdom bonus.

You gain one point of ki.


Combat Feats

Combat feats are focused on ways of doing battle, and can be selected as bonus feats by many classes.

Armor of Shadows (Combat)

Through a day-long ceremony in a place of shadow, you bond with your armor and learn how to avoid attacks that would normally hit. You learn to shift movements and posture in subtle ways.

Prerequisites: Armor training class ability, Bonded Item (Armor), Feng Shui or Knowledge (Religion) 1 rank

Benefit: When the character wears his bonded suit of armor, he retains his armor bonus against touch attacks.

Normal: Touch attacks ignore armor bonuses.

Art of War (Combat)

By studying the scrolls of the great tiger generals and experiencing these conditions firsthand in battle, you learn of the effects that the terrain and weather can have on a battlefield.

Prerequisites: Principles of war class ability or a base attack bonus of +4 or better.

Benefit: Any time you receive a circumstance bonus in combat, you may increase that bonus by +1 to a maximum equal to your Wisdom bonus (minimum +1). You may not apply this bonus to an ally. This feat may only increase the highest available circumstance bonus at any one time.

Improved: You can take this feat a second time to apply its effects to the circumstance bonuses of your allies.

Bonded Item (Combat)

A ceremony involving you and a particular item as the central figure ties you magically to the item.

Prerequisite: Feng Shui or Knowledge (Religion) 1 rank

Benefit: Any time you use the bonded item in its straightforward function, you gain a +1 luck bonus for the attempt. For example, if it is a weapon, you gain a +1 bonus to attack rolls with it. If it is a harness of armor or a shield, you enjoy a +1 bonus to Armor Class. If it is a lockpick, you gain a +1 bonus to use it. If the item is lost or destroyed, the character must go through the ceremony again to bond with a new item (but the character need not take the feat again).


Crafting Feats

Crafting feats are used to create things.

Craft Oath of Power (Craft)

You can make oaths so righteous and powerful that they imbue you with the power of destiny. Your oaths take on the qualities of magic to provide you with abilities to help you complete the oath.

Prerequisites: Feng Shui or Knowledge (Religion) 1 rank and see below.

Benefit: The character gains access to one or more of the oaths of power and the ability to create an oath of power and gains the Swear an Oath extraordinary ability.

Swear an Oath (Ex): You must always work toward fulfilling an oath. To swear an oath, you name—very speciically—a task you will accomplish in no more than one year’s time. If the task is not completed in that time, or if conditions arise that indicate the failure of the oath, you loose all class abilities for one month. After that month, then you must swear an oath again (it can be the same oath). If you lose your class abilities three times you lose them forever.

You cannot be tricked into thinking an oath is fulfilled when it is not, and no magical compulsion can force you to stop attempting to fulfill it. You gains a +4 luck bonus to Sense Motive and Perception checks against any attempt to fool you about part of an oath (giving you an imposter to protect when she has sworn to guard a person, for example). If you successfully fulfill your oath you must immediately swear a new one. If you do not, you lose all class abilities until you do—which means you could “retire” after fulfilling an oath, then suddenly regain you powers, years later, when you swear a new oath. Oaths can be singular tasks (destroy Tower Xingyan) or ongoing (keep Yan Ying alive). Ongoing oaths can be renewed at the end of each year. An oath must be something measurable, so you know whether it has been fulfilled.

If Tower Xingyan still stands after one year, or if Yan Ying dies, you have clearly failed. If the tower lies in ruins or if Yan remains alive at the end of the year (never having died at any point during the year), the oaths were fulfilled and you are successful.

It is crucial that the you work out the details of your oath with the GM. The GM should make sure that the oath does not run counter to the direction of the campaign or prevent the character from taking part in planned adventures.


General Feats

General feats are untagged and do not belong in any other category. They primarily focus on common abilities that many characters might like, or enhancing particular class or racial abilities.

Ancestral Possession

The spirit of one of your ancestors possessed you during a previous ceremony that invoked your ancestor’s name. The ceremony brought forth the attentions of that ancestor’s spirit, despite no intention to do so. The ancestral ghost occasionally takes control of your body to pursue certain goals at the DM’s discretion.

When the ghost takes possession, his personality is in complete control, but your body does not change. He has a task to complete and he might or might not even know what that task is. When he completes that task, the ghost will leave you to your life. But probably not until he meddles enough to set you on what he perceives as the right path.

Prerequisites: Feng Shui or Knowledge (Religion) 2 ranks.

Benefit: Whenever you roll a natural 1 on a d20 for any skill check, ability check, attack roll, or saving throw, the ancestral ghost dwelling within you takes control of your body. There is a 50% chance that the disoriented ancestor does not know what is going on and will lose his action until next turn, and is therefore flat-footed.

Likewise, whenever the ancestral ghost possessing you rolls a natural 1 on a d20 check, attack, or save, you take control of your body back. If the ancestral ghost goes to sleep in your body, you regain control again upon awakening. Even though it is a ghost, it still inhabits your body and feels the body’s need for sleep. If the ghost tries to deny sleep, it will begin to feel the effects from lack of sleep as normal.

When playing this ancestral ghost character, generate a new set of mental statistics (Intelligence, Wisdom, and Charisma) as per your campaign’s character generation rules. Choose a class for your ancestral ghost character. He may be any class, except monk; for some reason unknown to mystics and scholars of the arcane, members of that class cannot possess or be possessed by their ancestors. The ancestral ghost is the same character level as you and progresses when you do. Select the ancestral ghost’s skills and spend his skill points accordingly. New feats should be selected, if needed; however, if a feat of yours is a racial feat or is representative of a physical trait, it should remain as a feat for the ancestral ghost character as well. Saving throws need to be adjusted, but hit points remain the same as yours for the ancestral ghost character. Hero points are also a shared commodity.

If you are both spellcasters, you can only cast a given number of spells equal to your maximum listed for your class and exceptional ability scores. Since both of you draw from the same pool of mystical energy you cannot cast any extra spells per day that the ancestral ghost may have and vice versa. For example, if you can cast 1 2nd level spell per day and you have already done so and your ancestral ghost character can cast 2 2nd level spells per day, he must count one of those spell slots as having been used even though he did not use it. Conversely, if he can cast 2 2nd level spells per day and has already cast 1 or more today and you can cast only 1 per day, then you cannot cast any more today, even though you, technically, did not cast any 2nd level spells today. Both you and your ancestor may determine spells readied differently based on your individual classes and feats.

Animal Rapport

As a shenxue with an animalistic spiritual aspect, you have a special bond with animals of your aspect type.

Prerequisites: Cha 13, Handle Animal 5, Shenxue only.

Benefit: The shenxue enjoys an empathic bond as long as the shenxue and the animal are within one mile of each other. The shenxue can understand the animal’s basic, emotional messages: “danger,” “safety,” “food,” or water.” The shenxue can send similar mental messages or information to the animal as well.

The shenxue’s spiritual aspect determines what general types of animals a shenxue can have an empathic rapport with. Shenxue with a place or environment spiritual aspect (i.e. mountain, river, city, desert, forest, jungle, swamp, plains, ocean, etc.) can have this rapport with any animal that lives in, hunts in, or makes its lair in that place or environment. Shenxue with an element, energy, plant, or weather condition spiritual aspect (i.e. ire, snow, bamboo, storm, electricity, sonic, etc.) cannot take this feat. The DM can make an exception, i.e. the element of air could conceivably allow a shenxue to have this rapport with creatures naturally capable of light or the element of earth could conceivably allow a shenxue to have this rapport with any animal that burrows or makes its lair under the ground. Animal-aspect shenxue can have this rapport with any other animal of the same general type, as indicated in the Animal Rapport table (below).

The shenxue may try to stop an animal of the appropriate type from attacking him or force it to lee from him by making a Handle Animal check (DC 10 + the animal’s HD + animal’s Charisma modifier). If the animal is not hostile, he can make a similar check to gain general information from it about the surroundings: “safe,” “full of danger,” “sparsely populated,” “crowded,” and so on. To use this ability, the shenxue and the animal must be able to study each other, which mean that they must be within 30 feet of one another under normal visibility conditions.

The shenxue can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Table: Animal Rapport
Spiritual Aspect Rapport with
Badger All small mammals
Bat All small mammals
Bear All bears
Carp All fish
Cat All felines
Centipede All insects
Crane All birds
Crow All birds
Deer All cephalapods
Dog All canines
Fox All canines
Frog All amphibians
Hare All small mammals
Monkey All primates
Panda All bears
Rat All small mammals
Scorpion All arachnids
Shark All fish
Snake All reptiles
Spider All arachnids
Turtle All reptiles
Wasp All insects
Weasel All small mammals
Wolf All canines

Arcane Awakening

Through intense study and meditation, you awaken a reservoir of primal arcane power within yourself.

Prerequisites: Arcane spellcaster level 1st, Int 13 or Cha 13 (depending on your key spellcasting modifier).

Benefit: You gain an arcane pool of 2 points and can obtain arcane focus and take arcana feats.

Bewitching Recovery

You instantly regain the use of a hex you have already used today.

Prerequisites: Witch level 1st.

Benefit: Once per day as a swift action, you can immediately gain a second use of a hex that you normally can only use once per day (or that targets a speciic creature once per day).

Blood Salve

After undergoing a special ceremony in the healing waters of a natural spring, the physical properties of your blood change. It becomes a natural healing salve for others.

Prerequisites: Mandragorans or Shenxue with plant aspect only; cannot have Toxic Blood; Feng Shui, Heal, or Knowledge (Religion) 1 rank

Benefit: Focus upon your blood with a meditative trance. If you apply it to another’s wounds (by damaging yourself) it heals them. For every point of damage you inlict to yourself, you can heal 2 points of damage with a touch of your blood to another’s wound. This ability is used when you consciously inlict damage to yourself for the express purpose of creating this healing salve. You can cause a maximum number of points of damage to yourself in the application of this ability equal to your Constitution score, or current hit points, whichever is lower.

Improved: You may take this feat twice. If you do, you heal 3 points of damage in another for every 1 point of damage you take.

Buoyant Swimmer

Due to your unique nature and physical composition, you are naturally buoyant, which makes you a good swimmer.

Prerequisites: Mandragorans or Shenxue with plant-like aspect only; Can be taken only by 1st Level characters.

Benefit: When making Swim checks to stay aloat, swim upwards or outward, you gain a +8 racial bonus. When swimming deeper or downwards or trying to stay underwater, you receive a -4 penalty to your Swim check. You receive a 20 ft. base Swim speed.

Climbing Afinity

Due to your unique nature and physical abilities, you are a naturally gifted climber.

Prerequisites: Mandragorans or Shenxue with aspects of climbing creatures only. Can be taken only by 1st Level characters.

Benefit: You have a base climb speed of 20 ft. You gain a +4 racial bonus on all Climb checks and may use either your Strength modifier or Dexterity modifier, whichever is higher. You must make a Climb check to climb any wall or slope with a DC of more than 0, but you always can choose to take 10 even if rushed or threatened while climbing. You climb at the given speed while climbing. If you choose an accelerated climb you move at double the given climb speed (or your base land speed, whichever is lower) and make a single Climb check at a –5 penalty. You cannot run while climbing. You retain your Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against you while climbing.

Special: Mandragorans or shenxue with extra, prehensile limbs that take this feat may keep their hands free while climbing, allowing them to ight and defend normally. While using these limbs, the mandragoran or shenxue can only carry a light load. Anything heavier negates the climb speed, but they do retain the +4 bonus to their Climb check. Panda shenxue receive this feat for free. Monkey totem warriors may select this feat as one of their bonus feats.

Desert Flower

You have a unique natural property like certain desert plants that allows you to retain water for an extended period of time. This grants you a measure of protection against extreme desert conditions.

Prerequisites: Mandragorans or Shenxue with plant-like aspect only.

Benefit: You can survive a number of days without water equal to your Constitution score before suffering ill effects. Mandragorans with this feat no longer suffer from a vulnerability to fire.

Extra Spiritual Aspect

Your ancestry involves more than one connection to the realm of the spirits. that has just manifested recently or through your adventures you have somehow acquired a strong connection to another spiritual aspect.

Prerequisites: Shenxue.

Benefit: Select a new shenxue spiritual aspect. You gain the aspect racial traits of both your old and new spiritual aspects; both aspects manifest simultaneously within you. You do not gain any penalties from your new aspect. If you should gain any racial or evolved levels after gaining this feat, you must decide which appropriate aspect is relevant for each class feature. Once decided this choice remains throughout your life and cannot be later altered.

Special: You can take this feat multiple times, choosing a new aspect each time.

Grappling Head-Vines

The mandragoran learns to use his head-vines in more tasks and instinctively grasps things with them.

Prerequisites: Mandragorans only, four or less head-vines, Prehensile Head-Vines.

Benefit: The mandragoran’s head-vines now give a +4 circumstance bonus to Climb and Grapple checks (whether attacking or defending). Additionally, the mandragoran can use the head-vines to ready a potion or other small object without provoking an attack of opportunity.

Improved: Take this feat a second time to increase the bonus to +8 for Climb and Grapple checks.

Hallucinogenic Pollen

The mandragoran’s pollen spores contain a hallucinogenic compound.

Prerequisites: Con 13, Mandragoran only.

Benefit: A number of times per day equal to the Constitution bonus, all creatures within range of the mandragoran’s spore scent ability must make a Will save (DC 10 + half your mandragoran’s character level + your Charisma modiier), or suffer a -2 penalty to all dice rolls as they suffer from debilitating hallucinations. This effect lasts a number of rounds equal to half the mandragoran’s character level.

Jade Binding

Demon hunters, priests, and certain others with mystical training in sutras bind infernals to the land itself with a mystical technique. Often, priests and shrine maidens tend locations where powerful creatures were bound in order to maintain the seals and to make sure that the powers of the creature are not abused by anyone.

Prerequisites: +10 BAB or the ability to cast 5th level spells; either Paper Talisman, Sutra Caster, or the Know the Enemy class ability.

Benefit: You can bind certain creatures to a feature of the land. This can be any creature that is the focus of your Know the Enemy class ability and has the incorporeal subtype or outsider type. The feature can be a huge tree or boulder, a hill, a cave, a lake, or other natural subject. It cannot be a Small or Medium sized feature and it cannot be something that can be carried or otherwise transported (except by magic or extraordinary means).

This natural feature serves as a prison for the infernal creature that you bind to it, identical to an iron flask, except as noted below and that it can only imprison the speciied infernals or outsiders. The creature may resist by making a save; the DC is equal to 10 + half your character level + your Charisma modiier. It takes a full round to bind an infernal with this ability.

The materials used to bind the infernal creatures are 1,000 gp per HD of the target creature in jade and gold and an ofuda paper sealed and applied to the natural feature. Unlike an iron lask, this binding does not work with a special command word, but rather the prayers and sacriices of those who wish to gain the assistance and favor of the creature bound within the jade binding. It takes at least ten minutes of prayer combined with a sacriice of valuables or rich foodstuffs to invoke the bound infernal before it can appear. The infernal creature cannot be freed unless the binding ofuda seal is broken.

Special: Characters with the Sutra or Paper Talisman feats may learn this feat. They can only bind one type of infernal, chosen at the time they gain this feat, unless they also possess the Know the Enemy class ability.

Ki Awakened

Through intense dedication, meditation, and study given over to the pursuit of physical and metaphysical perfection, the character awakens to the presence of ki in the world and within his own body. The character is proicient at using and shaping ki and can develop and channel his ki to perform amazing accomplishments normally attributed to magic.

Prerequisites: Wis 13.

Benefit: You gain a ki pool of 2 ki points and can take ki feats and chakra feats.

Wiki Note: Despite the focus on Ki, this was published as a General feat.

Ki Void

You are anathema to ki-using creatures and characters as you siphon away their innate reservoir of ki, nearly taking away their breath.

Prerequisites: Wis 15

Benefit: When a foe strikes you in melee combat, the foe immediately loses ki focus, if any. If you touch anyone with ki points, they lose 1 ki point per round they are in contact with you. They are allowed a Will saving throw (negates) each round (DC 10 + ½ your character level + your Wisdom bonus).

Special: You cannot take or use this feat if you have the ability to manipulate ki (if you have a ki pool).

Kippup

You know how to take a fall and how to recover from throw attacks.

Prerequisites: Dexterity 13, Acrobatics 3 ranks.

Benefit: If the character is thrown or knocked down to a prone position in melee combat, she immediately recovers and stands up as a free action, though she still takes damage (if any).

Kippup, Improved

You know how to take a fall and how to recover from throw attacks.

Benefit: With a successful Acrobatics check against a DC of 20 + the opponent’s Dexterity or Strength modiier (whichever is higher), the character does not take damage from being thrown.

Magic Resilience

Your lifestyle involves conlict with magical creatures and beings of supernatural power, leading you to develop the ability to resist damage from magical power.

Prerequisites: The Demon Skin class ability or Damage Reduction class ability.

Benefit: Each time you are dealt damage from spell, spell-like ability or a supernatural ability, subtract 1 from the damage you take for every four character levels. Beginning at 20th level, any damage dealt by spell, spell-like ability or supernatural abilities are treated as nonlethal damage. This ability can reduce damage to 0 but not below 0.

Special: A demon hunter can select Magic Resilience as one of his demon hunter bonus feats.

Miasma

After a ceremony in which you bathe in a cloud of poisonous gasses, you increase the natural power of your toxic blood to release a poisonous gas when wounded.

Prerequisites: Toxic Blood, Mandragoran or Shenxue with plant-like aspect only, and must have immunity to poisons, Feng Shui or Knowledge (Religion) 1 rank.

Benefit: When you receive 10 or more points of damage from a slashing or piercing attack, you can release an acidic miasma of vapors that burns your opponents. The vapors inlict 1d6 points of acid damage for every 2 character levels. You are immune to the effects of your own miasma, but not the miasma of others. The area is a burst centered on you with a radius of 5 feet for every 3 character levels you have . The vapors do not follow you if you should move. This miasma dissipates after 1 round has passed. An opponent won’t receive any damage unless he is still within the area at the beginning of your next turn.

Monkey’s Highway

Your travel through the upper reaches of the forest at a rate of speed like traveling on the ground.

Prerequisites: Acrobatics 5 ranks

Benefit: You can travel through the branches of trees in a forest or jungle and move at your base land speed or your base climb speed, whichever is faster. To do this, you must travel at least 20 feet above the ground. This ability will not work in light forests.

Mystical Fortitude

You learn how to briely harness your magical aptitude to overcome harm to your body.

Prerequisites: 1 or more levels in a spellcasting class, Improved Great Fortitude, Great Fortitude

Benefit: A number of times per day equal to the highest level spell the character is inherently capable of casting, he may substitute his Spellcasting ability modiier as his modiier for Fortitude saving throws.

Normal: Fortitude saving throws must be made with a character’s Constitution modifier.

Mystical Reflexes

You learn to use your magical talent to react to dangerous situations with a momentary burst of supernatural speed.

Prerequisites: 1 or more levels in a spellcasting class, Improved Lightning Relexes, Lightning Reflexes

Benefit: A number of times per day equal to the highest level spell the character is inherently capable of casting he may substitute his Spellcasting ability modiier as his modiier for Reflex saving throws.

Normal: Relex saving throws must be made with a character’s Dexterity modifier.

Mystical Will

You learn to tap into your magical nature with a burst of mental resilience that can overcome external influences.

Prerequisites: 1 or more levels in a spellcasting class, Improved Iron Will, Iron Will

Benefit: A number of times per day equal to the highest level spell the character is inherently capable of casting, he may substitute his Spellcasting ability modiier as his modifier for Will saving throws.

Normal: Will saving throws must be made with a character’s Wisdom modifier.

Oathborn Providence

The universe temporarily provides what is needed for those who have sworn a mystically powerful oath.

Prerequisites: Swear an Oath extraordinary ability (from the Craft Oath of Power feat)

Benefit: The universe temporarily bends to the will of a supernaturally powerful oath, allowing a needed item to appear after 1 minute of searching. The item cannot be magical or a speciic object (such as the only key used to open a cell door), but may otherwise be any type of item that helps fulill the character’s goals. The item disappears 1d6 rounds after its purpose has been fulilled, or until it is proved to be unnecessary or it just hasn’t been used. This ability may be used once per day.

Overgrown Head-Vines

Mandragorans with this feat grow longer than normal head-vines, which can allow them to absorb more sunlight and which provide a longer reach.

Prerequisites: Mandragorans only.

Benefit: Absorb only six hours of sunlight to beneit from the healing light racial ability and spend two hours a day in sunlight instead of four before suffering from the detriments of light dependency.

Special: If the mandragoran also has the Prehensile Head-Vines feat, he gains a 10-foot reach with his head-vines. Improved: If the mandragoran takes this feat a second time, he gains an extra 5 feet to the length of his head-vines.

Poison Leaf Skin

Some mandragorans exude a mildly poisonous irritant from their skin.

Prerequisites: Mandragorans or Shenxue with plant-like aspect only.

Benefit: You exude an itchy irritant that causes anyone touching him to receive a -1 penalty to all ability checks, skill checks and attack rolls for 24 hours. Grappling, throwing, unarmed strikes, natural weapon attacks (bite, claw, slam, etc.), touch attacks, and spells with a range of touch are all subject to this ability. This penalty can be avoided if the creature touching the mandragoran is immune to contact poisons or has protective clothing (i.e. gloves) and/or armor.

Prehensile Head-Vines

Mandragorans learn to use their head-vines to manipulate objects.

Prerequisites: Mandragoran only, four or less head-vines.

Benefit: The mandragoran may use head-vines to manipulate objects or to attack with as if they were one hand. Head-vines may also be used to grasp and retrieve items, grapple, or perform trip or disarm attempts. The Weapon Finesse feat applies Dexterity instead of the Strength modiier to attack rolls with this feat. On a failed trip attack with this feat, the mandragoran cannot avoid being tripped if their target attempts to trip back. Gain a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

Normal: Without this feat, the mandragoran may not manipulate objects with his head-vines or make attacks with them.

Special: This feat does not replace Multiweapon Fighting or Multiattack. The mandragoran can only use light weapons with his head-vines when using this feat, even if he also has Oversized Headvines. For the purposes of prerequisites for Multiweapon Fighting, the head-vines may be considered as an extra pair of hands.

Run On All Fours

Due to your affinity for your totem animal or animal spirit aspect, you are able to drop down onto all fours and move at a higher speed.

Prerequisites: Must be a Goushen (Sibeccai), Ruishishen (Litorian), Hushen, or have a four-legged totem or spirit aspect (such as the fox or hare), Run.

Benefit: Your base movement increases to 40 feet or by +10 ft. whichever is better, on all fours, provided you don’t have anything in your hands. You can Run at your base speed ×5.

Thorns of Fury

You are different. Most mandragorans do not have thorns, but you do, just as certain non-sentient plants do. You may use these thorns with your unarmed strikes to cause aggravating wounds.

Prerequisites: Mandragoran or Shenxue with plant-like aspect only.

Benefit: Your unarmed strikes inlict an additional +1 hp (lethal damage only) with each strike. This additional damage also applies each round to anyone grappling or grappled by you. If you have Defensive Unarmed Strike, Mighty Unarmed Strike, or the Unarmed Strike class ability, your unarmed strikes can be considered piercing attacks as well as blunt damage attacks.

Thrashing head-Vine Defense

Mandragorans with prehensile head-vines are able to thrash them about, forming a wall of spinning head-vines that shield them from direct harm.

Prerequisites: Mandragoran only, Dex 13, Prehensile Head-Vines.

Benefit: The mandragoran gains a +2 bonus to his Armor Class, but is unable to use his head-vines for any other actions during the round. This bonus is cumulative with bonuses from fighting defensively. Special: Anyone inside the Reach of the mandragoran’s headvines (if the mandragoran possesses the Overgrown Head-Vines feat) also receives this Armor Class bonus.

Totem Empathy

You are adept at changing the mood of creatures related to your totem.

Prerequisites: Lesser totem barbarian rage power, Cha 13.

Benefit: This feat works just like the druid’s wild empathy, except that it only works with creatures related to your totem (all non-lying insects for the centipede totem, all pachyderms for the elephant totem, all equines for the horse totem, all non-communal insects for the mantis totem, all primates for the monkey totem, and all felines for the tiger totem). To use totem empathy, you must roll 1d20 plus your barbarian level plus your Cha modifier.

Totem Packmaster

Creatures related to your totem feel drawn to your leadership.

Prerequisites: Totem Empathy, totem pact class ability, barbarian level 7th.

Benefit: This feat functions as the Leadership feat, except for the following: you substitute your totem pact animal companion for your cohort (its HD are affected by your level, and not by this feat), your number of followers by level is instead your number of followers by hit dice, and your followers can only be creatures related to your totem (see Totem Empathy feat).

Toxic Blood

All mandragorans have a certain resistance to toxins and poisons, but your very body is poisonous.

Prerequisites: Mandragorans or Shenxue with plant-like aspect only; immunity to poisons through a class ability or some other ability.

Benefit: Your blood is poisonous to those who would use a bite attack against you. You inlict a single point of Constitution damage to an opponent who bites or swallows you (DC 10 + half your character level + your Constitution modifier) as part of its attack.

Water Lily

The mandragoran comes from a subspecies strain of his race that is able to convert the gases necessary for him to live from water. Certain plant-like or aquatic shenxue have this ability.

Prerequisites: Mandragorans or Shenxue with plant-like aspect only.

Benefit: The character no longer needs to breathe; he can exist underwater indeinitely. He gains a +4 competence bonus to any gas attacks that involve being inhaled.


Ki Feats

Ki feats are only available to characters and creatures with a ki pool.

Because ki feats are supernatural abilities, they cannot be disrupted in combat (as spells can be) and generally do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to spell resistance and cannot be dispelled; however, they do not function in areas where spells are suppressed, such as an antimagic ield. Leaving such an area allows ki feats to be used.

Many ki feats can be used only when you are ki focused; others require you to expend your ki focus to gain their beneit. Expending your ki focus does not require an action; it is part of another action (such as using a feat). When you expend your ki focus, it applies only to the action for which you expened it.

The following feats should now be considered ki feats: Deep DrinkerAPG, Extra Ki, Fast DrinkerAPG, Improved Ki ThrowAPG, and Ki ThrowAPG.

Gain Ki Focus

Merely having the ability to hold a reservoir of ki points in mind gives monks characters a special energy. Characters with a ki pool can put that energy to work without actually paying a ki point cost—they can become ki focused.

If you have a ki pool, you can meditate to become ki focused. Meditating is a full-round action that provokes attacks of opportunity. When you are ki focused, you can expend your focus on any single concentration check you make thereafter. When you expend your focus in this manner, your concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your concentration modifier is 15. You can also expend your focus to gain the benfeit of a ki feat—many ki feats are activated in this way.

Once you are ki focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in cases such as elves).

You may still gain ki focus only if you have 1 or more ki points available. Expending your ki focus to power a feat, class feature, or any other ability only powers a single effect. You cannot gain the benefit of multiple abilities that require expending your ki focus once; each effect requires its own instance of expending ki focus.

Aligned Attack (Ki)

Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage.

Prerequisite: Base attack bonus +6.

Benefit: When you take this feat, choose either chaos, good, evil or law. Your choice must match one of your alignment components. Once you’ve made this alignment choice, it cannot be changed. To use this feat, you must expend your ki focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction.

You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your ki focus.

Blood Fuel (Ki)

Blood can provide you with additional ki in an emergency, but at a price. You can expand your ki point total at the expense of your health.

Prerequisites: Con 13, Wis 13.

Benefit: Recover 2 ki points by taking 1 point of temporary ability burn damage to each of your three physical ability scores: Strength, Dexterity, and Constitution. You can recover additional ki points for the same cost to Strength, Dexterity, and Constitution. These recovered points add to your ki point reserve as balanced ki points as if you had gained them by resting overnight and meditating.

You gain 1 point of ki.

Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own corporeal body.

Chakra Capacity, Greater (Ki)

You are among the best of the best when it comes to investing ki into your chakras.

Prerequisites: Wis 13, Improved Chakra Capacity.

Benefit: You are considered to be 2 character levels higher than you are for the purposes of investing ki into a chakra. Now, you can invest a number of ki points into a chakra as shown on the table below.

Normal: You can only invest 1 point of ki + 1 for every ive character levels into any single chakra.

Table: Greater Chakra Capacity
Character Level Ki Point Capacity
1st-2nd 1
3rd-7th 2
8th-12th 3
13th-17th 4
18th-20th 5

Chakra Capacity, Improved (Ki)

You are so adept at channeling ki that you can invest more ki into your chakras.

Prerequisites: Wis 13.

Benefit: You are considered to be 1 character levels higher than you are for the purposes of investing ki into a chakra. Now, you can invest a number of ki points into a chakra as shown on Table: Improved Chakra Capacity.

Normal: You can only invest 1 point of ki + 1 for every five character levels you have into any single chakra.

Table: Improved Chakra Capacity
Character Level Ki Point Capacity
1st-3rd 1
4th-8th 2
9th-13th 3
14th-18th 4
19th-20th 5

Enduring Ki (Ki)

Your skilled use of ki makes the effects of expending your ki focus last longer.

Prerequisites: Con 15, Wis 13, any two ki or chakra feats.

Benefit: When expending your ki focus, the chakra beneit lasts for an additional round. You can do this a number of times per day equal to your Wisdom bonus.

You gain one point of ki.

Exploding Tiger Eye (Ki)

Your ranged attacks inlict damage on nearby opponents when the primary target falls from your attack.

Prerequisites: Wis 13, Point Blank Shot, Tiger Eye Chakra.

Benefit: When using your Tiger Eye Chakra feat to deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points, killing it, etc.), your excess damage against that creature is immediately applied against another creature of your choice within 5 ft. of the target creature. The attack roll that felled the irst creature must be high enough to hit the second creature. Damage reduction and other special abilities apply as normal.

You gain one point of ki.

Exploding Tiger Fist (Ki)

You can charge your unarmed strike or natural weapon attacks with force that inlicts damage on nearby opponents when the primary target falls from your attack.

Prerequisites: Str 13, Wis 13, Tiger Fist Chakra, either Improved Unarmed Strike or a natural weapon.

Benefit: When using your Tiger Fist Chakra feat to drop a creature below 0 hit points, or kill it, etc.) your excess damage against that creature is immediately applied against another creature of your choice within 5 ft. of you or the target creature that just fell to your attack. The attack roll that felled the irst creature must be enough to hit the second creature. Damage reduction and other special abilities apply as normal.

You gain one point of ki.

Exploding Tiger Weapon (Ki)

You charge your melee weapon attacks with force that inlicts damage on nearby opponents when the primary target falls from your attack.

Prerequisites: Str 13, Wis 13, Tiger Weapon Chakra.

Benefit: When using your Tiger Weapon Chakra feat to deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points, killing it, etc.), apply your excess damage another creature of your choice in the immediate vicinity (i.e. within 5 ft. of you or the target creature that just fell to your attack). The attack roll that felled the irst creature must be high enough to hit the second creature. Damage reduction and other special abilities that can affect the amount of damage the creature ultimately takes apply as normal.

You gain one point of ki.

Fertile Ki Flow (Ki)

Ki flows through you in an irregular fashion.

Prerequisites: Wis 13.

Benefit: Whenever you roll a natural 1 on an attack roll or a Concentration check, you gain 1 temporary point of ki. If you do not spend this ki point by the end of the current encounter, it is lost.

Gather the Dragon’s Breath (Ki)

You can replenish your ki more quickly.

Prerequisites: Con 13, Wis 13.

Benefit: You can replenish a single ki point by meditating as a full-round action that invokes attacks of opportunity. You can use this ability a number of times per a day equal to your Wisdom modifier.

Normal: Characters can replenish their ki pool each morning after 8 hours of rest or meditation.

Greater Ki Capacity (Ki)

Your strong aptitude with ki increases your capacity to invest ki with a selected chakra.

Prerequisites: Wis 13.

Benefit: When performing your daily meditation, select one chakra. Your ki capacity for that chakra increases by 1 (up to a maximum number equal to your Wisdom bonus.

Special: A character can take this feat multiple times. Each time, you apply its effects to one additional chakra during your daily meditation. This feat cannot be applied more than once to the same chakra.

Heart of the Dragon (Ki)

Your ability with ki reinforces the vitality of your body.

Prerequisites: Wis 13.

Benefit: When you take this feat, you gain 2 hit points for each ki feat you have (including this one). Whenever you take a new ki feat, you gain 2 more hit points. In addition, while ki focused, you gain +4 on saving throws against death effects as ki, the energy of life, infuses your body.

Hidden Dragon’s Rage (Ki)

This technique, also known as the spirit bomb, allows you to impose an artiicial limit upon your daily ki reservoir by withholding a certain amount of ki each day in return for a big payoff.

Prerequisites: Con 13, Wis 13, must have at least 2 points of ki available per day.

Benefit: To gain the beneits of this feat, the character must impose a limit on his daily use of ki. His ki reservoir is permanently reduced by 1; he can no longer use that ki point. In exchange, the character gains a temporary burst of increased ki points. The ki points increase by 1 ki point per 2 character levels, but they go away when the Hidden Dragon’s Rage is over. (These extra ki points are not lost.) Hidden Dragon’s Rage lasts for a number of rounds equal to the character’s Wisdom modiier + 1 for every 3 levels the character has. The character may prematurely end use of the feat at any time during his turn as a free action. The character then loses the ki points he had gained. He becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Aside from becoming fatigued, the character suffers no penalties or drawbacks for having such a large amount of ki at one time.

Restriction: The character can unleash the Hidden Dragon’s Rage once per day. A character can do it only during his action as a swift action, not in response to someone else’s action.

Improved Align Ki (Ki)

You are so adept at aligning ki that you can align without having to balance it first.

Prerequisites: Wis 13, 10th-level sadhu.

Benefit: You can realign ki directly from yin to yang or yang to yin without having to realign ki into a state of balance first. In addition, you can realign two chakras simultaneously.

You gain one point of ki.

Ki Meditation (Ki)

You can focus your body, mind, and soul faster than normal, even under duress.

Prerequisites: Wis 13, Knowledge (religion) 4 ranks.

Benefit: You can take a move action to become ki focused.

Normal: A character without this feat must take a full-round action to become ki focused.

Ki Rejuvenation (Ki)

Your ki automatically heals you of your most grievous injuries, but at a price.

Prerequisites: Con 13, Wis 13, Healing Chakra.

Benefit: A character that is disabled or dying can automatically and immediately (free action) convert one ki point to two hit points, even if she is not ki focused. She cannot use these converted points to heal herself above 1 hp. The points used are determined just as if the character were affected by ki damage; the character has no choice which ki points will be used to save her life. This healing automatically stabilizes the character.

Ki Warrior (Ki)

You can sense the stress points on others from the ki flowing through the environment.

Prerequisites: Str 13, Wis 13, Critical Focus.

Benefit: When you score a critical hit against an opponent, you gain 1 temporary point of ki. If you do not spend this ki point by the end of the current encounter, it is lost.

You gain one point of ki.

Lightning Step (Ki)

Call upon your inner power to move with an incredible swiftness that can surprise even the quickest of opponents.

Prerequisites: Wis 13.

Benefit: A number of times per day equal to your Wisdom bonus, you gain a temporary bonus to your Initiative equal to your character level. This lasts for 1 round, but only while ki focused. You must declare your use of this ability at the beginning of your turn for the round. If your initiative total then exceeds an opponent, then he is latfooted against your attack, and only your attack, until you act.

You gain one point of ki.

Lightning Step, Improved (Ki)

Call upon your inner power to move with an incredible swiftness that can surprise even the quickest of opponents.

Prerequisites: Wis 13, Lightning Step.

Benefit: Gain a 1 round temporary bonus to speed when using this ability that is equal to 5 feet per point of Wisdom bonus that you have.

You gain one point of ki.

Potent Ki Focus (Ki)

Your ki can be more powerful when you expend your ki focus.

Prerequisites: Wis 13.

Benefit: Whenever you expend your ki focus, if you deal damage, you increase the size of the die type rolled by one step. For example, if you have this feat and use Tiger Fist Chakra, when you expend your ki focus in an attack, you roll 1d10 instead of 1d8 for the damage.

Striking Dragon (Ki)

Your devastating blows can knock your opponents to the ground.

Prerequisites: Str 15, Wis 13, Power Attack, any ki feat that expends ki focus to inlict damage on an opponent.

Benefit: During any successful attack the character makes in which he expends his ki focus, the blow may knock the target creature prone. If the character hits a corporeal opponent the same size or smaller than himself while expending his ki focus, whether for this feat or for another, his opponent must succeed on a Relex save (DC = damage dealt) or be knocked lying 10 feet in a direction of the attacking character’s choice and fall prone. The character can only push the opponent in a straight line, and the opponent can’t move closer to the character than the square it started in. If an obstacle prevents the move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent.

You gain one point of ki.


Metamagic Feats

Metamagic feats allow characters to modify spells in various ways.

Paper Talisman Spell (Metamagic)

After undergoing training in a ceremony involving with a another mage, you learn to cast certain spells on paper talismans with runic script.

Prerequisites: Feng Shui, Knowledge (Arcana) or Knowledge (Religion) 5 ranks, spellcaster.

Benefit: The spellcaster may create a paper talisman for any spell that requires a touch attack to gain the ability to make a ranged touch attack. (Spells that already require a ranged touch attack gain a +1 bonus to the spells save DC (if any) or a +2 damage bonus instead.) If enough paper talismans are prepared ahead of time, a spellcaster can use a full-attack action to throw a number of paper talismans per round. This requires a Concentration check (DC of 15 + the total spell level of the spells being cast). The total number of talismans equals the casters number of iterative attacks. If the character is being threatened during the use of this twin casting ability, then the DC is doubled.

Creating a paper talisman requires a full-round action and paper, ink, and brush or stylus (these items may be substituted by a resourceful character, if deemed suitable by the DM). A character can have a total number of paper talismans prepared and/or in existence at any given time equal to her caster level so long as it does not also exceed her number of spells readied. Doing this, however, ties up the spell slot on the paper talisman is cast and the spellcaster may not use that spell slot for the rest of the day. This means that the character need not create a paper talisman each time she casts them if she has already readied the one she wants to cast; thus avoiding the requirement of taking a full round just to create a paper talisman, which she would have to attack with on the next round at the earliest. The character cannot attack creatures with a touch attack spell that are more than 30 feet away or that have total cover relative to the character. For spells that already have a ranged touch attack without the use of this feat normally, use the range in the spell’s description. The spellcaster needs line of sight to hit a target with a paper talisman. The paper talisman mystically lies to strike the designated target creature when thrown.


Sutra Feats

Sutra Feats are used with the Sutra Magic system.

Gifted Omamori (Sutra)

Your generous nature rewards your efforts in the forging of omamori for others. You ind the making of omamori less of a drain than other sutra casters do.

Prerequisites: Wisdom 13, Knowledge (religion) 2 ranks, Sutra Caster, and the ability to cast sutras as effective 2nd level spells.

Benefit: Once per day, when creating an omamori that you then give away to another to bear and beneit from, you do not have to count it against the number of sutras you can cast per day. You must create it at half the effective sutra level that you normally provide to your omamori. For example, if you are a 7th level sutra caster, normally able to create effective 3rd level spell sutras, then once per day, you can create an omamori that is an effective 1st level spell sutra. You then provide it to an ally; and the omamori does not count against the daily number of sutras that you can cast.

Ofuda Specialist (Sutra)

You are well-versed in a particular type of ofuda, making them more dificult to resist.

Prerequisites: Wisdom 13, Knowledge (religion) 2 ranks, and Sutra Caster

Benefit: Choose one type of ofuda: Charm, Punitive, or Warding. Your sutra caster level is considered to be 1 higher than normal for these type of ofudas that you cast. You gain a +1 bonus to any caster level checks you might have to make with ofudas of that type.

Special: You can take this feat multiple times. Each time you must choose a different type of ofuda.

Sutra Caster (Sutra)

You are versed in the lore of sutras, the lessons and principles of your religion. You can write these sutras on sacred strips of paper, called ofuda, to ward away, bind, or even combat infernals and other threats. Some are used as talismans for luck, to temporarily provide magical insight, or to temporarily empower allies.

Prerequisites: Wisdom 13, Knowledge (religion) 2 ranks. The character cannot be a follower or disciple of any of the Western religions in the setting and must be a follower of Bodhism, Taoshidaoism, Upanishadism, or an animist religion, such as shamanism, ancestor worship, or Kami-do.

Benefit: Characters create an ofuda by inscribing the mystic runes of a sutra, also called brilliant jade script, onto the strip of paper (ofuda), which they can then cast. A character begins knowing 1 sutra only. The character can acquire and learn more sutras equal to twice her Wisdom bonus (minimum of 1). If she belongs to a class that is considered to grant sutra caster levels she is limited to learning no more than half her total combined sutra caster levels, whichever is higher.

Special: Demon hunters of the Celestial Retribution tradition automatically receive sutra caster as a bonus feat at certain levels; they need not select it. Demon hunters, inquisitors, oracles and paladins may substitute their Charisma bonus for use with this feat when casting a sutra instead of using their Wisdom bonus.


Talent Feats

Talent feats focus on improving a character's natural talents.

Tail of the Serpent (Talent)

Instead of legs, you have a long, sinuous tail like that of a great serpent. If you are naga, this serpentine tail is a sign to all who know that you were never human.

Prerequisites: Character level 1st only, Naga only or Shenxue with a snake-like aspect only.

Benefit: The sinuous movement of your tail allows you to move quicker; your base movement speed is now 40 feet. Due to your more predatory appearance and more natural reptilian scent, animals are much more nervous around you. You receive a -4 penalty to Wild Empathy checks, Handle Animals, but gain a +4 bonus to Acrobatics, Climb, and Swim skill checks. You receive a -6 penalty to Ride skill checks. Due to the extraordinary length of your coiled tail you now gain a +1 to grapple checks and a -1 to your AC as though you were size Large; however, you do not gain any of the other benefits or penalties of being size Large. For all other purposes you are considered to be Medium size.

Improved: Unlike other talents, the character can purchase a general feat as if taking it a second time. The character gains the Constrict universal monster ability (based damage 1d6 medium).

Special: The character can never take any feat that specifically involves a mount or the use of two legs.

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