SKILLS AND FEATS
New Skill UseMartial LoreCheck: You can identify a seed being used as it is used. The DC is equal to the seed's DC, and you can identify the augments used up to the result of your check. For example, if a seed has a base DC of 10 and an augment with an adjustment of 4, and you got a result of 19, you would be able to identify the seed used and the first two instances of augment, but any augment above that would not be identified. Note that in most cases the augments used will be obvious eventually. When attempting to identify a seed you know, you automatically identify the seed, and gain a +4 circumstance bonus on the check. Since you already know the seed, this bonus is only useful for determining the augments used.
New FeatsDexterous Combatant [Fighter]Prerequisites: Dexterity 15+, Weapon Finesse
Benefits: You may substitute your Dexterity modifier for your Strength modifier on all combat maneuver checks. In addition, you may re-roll one combat maneuver check per encounter. You must decide to use this re-roll before the outcome is determined, and you must take the result of the re-roll, even if it is lower than the original.
Special: A Fighter can take this as a Fighter bonus feat.
Dodge [fighter]Avoidance is key to your defensePrerequisites: Dex 13
Benefits: You gain a +1 dodge bonus to AC against one opponent of your choosing, and no longer provoke attacks of opportunities for movement from that opponent. You may switch the opponent that this ability targets as a free action once per round on your turn. As you level, you gain additional points that can be used to increase the dodge bonus. You gain an additional +1 dodge bonus to AC at every multiple of 4. You can apply these bonuses to the same target or a different target, as long as the bonus never exceeds that which you are allowed.
Special: A Fighter can take this as a Fighter bonus feat.
Extra Stunning [Fighter]Prerequisites: Stunning Fist, Improved Unarmed Strike
Benefits: You gain one additional use of Stunning Fist per encounter.
Special: You may take this feat more than once. Each additional time you take it you gain additional uses equal to one more than the previous time you took it. So if you took this this 3 times, you would gain 1 use for the first one, 2 for the second, and 3 for the third
A Fighter can take this as a Fighter bonus feat.
Form SpecializationYou exceed with a particular seed.Prerequisites: 1 bending seed.
Benefits: Choose one seed that you know. You gain a +4 bonus on bending checks with the selected seed.
Special: You may take this feat multiple times. Each time you take it, it applies to a new seed.
Freezing the Lifeblood [Fighter]The culmination of your studies in the art of stunning your opponent has let you completely paralyze them.Prerequisites: Stunning Fist, Improved Unarmed Strike, Pain Touch, Heal 7 ranks, wis 17+, BAB +9
Benefits: You may, instead of stunning your opponent, paralyze them. You may use two Stunning Fist uses to attempt a Freezing the Lifeblood. You may expend both as the same immediate action. If the opponent fails the saving throw, they are paralyzed for 1d3 rounds. If they succeed, they are instead shaken for two rounds. As this is not a fear effect, creatures normally immune to fear are not immune to this. However, creatures immune to stunning or paralysis are. Effects that improve Stunning Fist do not normally improve this.
Special: Pain touch nauseates the opponent for one round after the paralysis on a failed save, and exhausts them for one round and fatigues them for the next on a successful save.
A Fighter can take this as a Fighter bonus feat.
Haymaker [Fighter]Your unarmed style emphasizes double handed strikes, cross chops, and lunging kicks. When you hit things, it hurts.Prerequisites: Strength 15+, Power Attack, Improved Unarmed Strike
Benefits: You treat your unarmed strike as a two-handed weapon whenever it would be advantageous to. It is still considered a light weapon whenever advantageous, such as when two-weapon fighting.
Special: A Fighter can take this as a Fighter bonus feat.
Improved Stunning [Fighter]Your Stunning attacks are particularly hard to resist, due to your study of anatomy.Prerequisites: Heal 6 ranks, Stunning Fist, Improved Unarmed Strike
Benefits: You gain a bonus to the DC for your stunning fist attacks based on your ranks in Heal. For every 4 ranks you have, you gain a +1 bonus to the DC. In addition, you may stun any creature who is not immune by virtue of race. For example, even if a dwarf spell caster casts a spell to become immune to Stunning, you may stun him.
Special: A monk may take this feat as his 6th level bonus feat, even if he does not meet the prerequisites.
A Fighter can take this as a Fighter bonus feat.
Improved Unarmed Strike [Fighter]Benefits:You gain proficiency with your unarmed strike. In addition, you may now treat your unarmed strike as a weapon rather than a natural attack for the purposes of your attack progression. Remember that you may strike with any part of your body when making an unarmed strike, so you may make unarmed strikes with your hands full. Finally, your unarmed strike deals more damage than normal, following the chart below:
| Damage | 1d6 | 1d8 | 1d10 | 2d6 | 2d8 | 2d10 |
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Special: A monk gains this feat at level 1.
A Fighter can take this as a Fighter bonus feat.
Intuitive Attack [Fighter]You fight with perception rather than speed or strength.Prerequisites: Wis 15+, Spot 4 ranks
Benefits: You may use your Wisdom modifier instead of your strength modifier on attack rolls with melee weapons. In addition, you gain a bonus on damage rolls with light melee weapons based on your ranks in Spot. For every 4 ranks you have, you gain a +1 bonus on damage.
Special: A Fighter can take this as a Fighter bonus feat.
Intuitive Reflexes [Fighter]You react with intuition in addition to speed.Prerequisites: Wis 15+, Combat Reflexes, BAB +4
Benefits: You gain an additional number of Attacks of Opportunity equal to your Wisdom modifier. In addition, you may add your Wisdom modifier to the attack rolls with Attacks of Opportunity.
Special: this is a Fighter bonus feat.
Mobility [fighter]You specialize in moving about the battlefieldPrerequisites: Dex 13, Dodge
Benefits: You no longer provoke attacks of opportunity for movement. In addition, you can move at full speed through difficult terrain
Special: A Fighter can take this as a Fighter bonus feat.
Pain Touch [Fighter]Recipients of your stunning attacks are shaken up for a long time after they recoverPrerequisites: Stunning Fist, Improved Unarmed Strike, Weakening Touch, Heal 9 ranks, Wis 15+
Benefits: Any target that fails its save against your Stunning Fist is staggered for one round after they recover from the stunning. If the target succeeded on the save, they are instead shaken for two rounds. As this is not a fear effect, creatures normally immune to fear effects are still subject to this, but creatures immune to stunning are not.
Special: A Fighter can take this as a Fighter bonus feat.
Practiced BenderPrerequisites: Bending Level 4
Benefits: Your Bending Level is equal to the sum of all your classes, including your non-bending classes. In addition, you may choose one additional seed from your element to learn.
Rapid Stunning [Fighter]Prerequisites: Stunning Fist, Improved Unarmed Strike, Extra Stunning, Combat Reflexes
Benefits: It now takes a free action to use a stunning fist.
Special: A Fighter can take this as a Fighter bonus feat.
Strength as Wisdom [Fighter]Prerequisites: Strength 15, Power Attack, Bending Level 1
Benefits:: You may use your Strength score in place of your Wisdom score for all bending checks, the AC Bonus class feature, and the number of times you can use the Deflect Attack class feature. In addition, you gain a bonus equal to one half your strength modifier to the following skills: Autohypnosis, Concentration, Diplomacy, Heal, Intimidate, and Sense Motive.
Special: A Fighter can take this as a Fighter bonus feat.
Stunning Fist [Fighter]Noticing that certain areas of the body when struck can make it really hard for a person to move for a short period of time, you have devised a new combat method.Prerequisites: Heal 3 ranks, BAB+2, Improved Unarmed Strike
Benefits: Once per encounter when making an unarmed strike, you may declare it to be a stunning attack. This takes an immediate action, and still requires a successful hit to trigger. If you miss, the attempt is wasted. If you hit, the target must make a fortitude saving throw, with a DC of 10+1/2 HD+wis or str, chosen at the time of taking this feat. This choice may not be changed. If the target fails, he is stunned for one round. If the target succeeds, he is sickened for 1 round. Either way, you still deal full damage to the target with the attack. Creatures without discernible anatomy, those immune to critical hits, and creatures immune to stunning are unaffected by this ability. You gain an additional use per encounter at level 5 and every 5 levels thereafter.
Special: A Fighter can take this as a Fighter bonus feat.
A monk can take this as his level 1 bonus feat, even if he does not meet the prerequisites.
A weapon with the Ki Strike special ability may utilize this ability, and other similar abilities.
Superior Reflexes [Fighter]Your reflexes have surpassed that of most mortals, to the point where you always see the openings and always act on them. This also closes your openings making it hard to capitalize on mistakes.Prerequisites: Wis 15+, Dex 15+, Combat Reflexes, Intuitive Reflexes, BAB +8
Benefits: You may make any number of Attacks of Opportunity in a round. In addition, you gain a bonus equal to your Wisdom modifier to you AC against all Attacks of Opportunity. This bonus applies even when flat-footed and against touch attacks. Finally, you gain a bonus to damage with all Attacks of Opportunity equal to your Wisdom or Dexterity modifier, chosen when you take this feat. This choice cannot be changed.
Special: A Fighter can take this as a Fighter bonus feat.
Weakening Touch [Fighter]You use your stunning attacks not to debilitate, but weakenPrerequisites: Stunning Fist, Improved Unarmed Strike, Wis 13+, Heal 6 ranks
Benefits: Instead of stunning your opponent, you may weaken him. The target receives no saving throw, and take a -6 penalty to str or dex, chosen at the time of the strike. You may use this ability multiple times on the same foe, but the penalties overlap. The penalty goes away after 5 rounds.
Special: A Fighter can take this as a Fighter bonus feat.
Weapon Finesse [fighter]Your attacks use dexterity rather than brute force to connect.Prerequisites: Dex 13
Benefits: You may substitute your dexterity modifier for your strength modifier when making melee attacks. In addition, you gain a bonus to damage rolls with melee attacks equal to your dexterity modifier.
Special: A Fighter can take this as a Fighter bonus feat.
Unseen Thunder [Tactical]You practice extreme finesse when manipulating the air, allowing you to precisely alter sounds passing through the area.Prerequisites: Soundbending, Hide 6 ranks, Move Silently 6 ranks, Stealthy
Benefits:This feat allows the use of three tactical maneuvers.
Visual Soundbending: Your manipulation of the air becomes so precise that you can affect sight with it as well. By increasing the DC on Soundbending's Wind Whisper effect by 10, you may grant half the bonus or penalty to spot checks as well as listen checks (round down). For instance, if an airbender uses Soundbending to apply a -10 penalty to listen checks within the area, he would also apply a -5 penalty on spot checks.
Silent Thunder: To use this ability, you must use Soundbending to apply a penalty to listen checks and spot checks in the previous round. If you bend Soundbending again to utilize Thundercrack, the seed is silent to all those unaffected by it, and those who are take an extra 1 point of damage per dice. In order to identify the seed, the identifier must have seen some indication that this is the seed used, and cannot rely on sound, unless affected by the seed.
Blinding Thunder: To use this ability, you must have successfully deafened a creature using Silent Thunder in the previous round. By bending Soundbending again and utilizing Thundercrack, you manipulate the light in the area as well, potentially blinding the target or targets deafened by the previous bending. The DC is the same as the deafening, and is a separate save from the deafening (meaning that they must save again for deafening, potentially increasing the duration). The blinding lasts for 1d6+1 rounds, and the target takes a penalty equal to -2 for every round they were deafened by the seed.
Special:Dai Li Initiate [Tactical]You have begun to learn the secrets of the Dai Li, and have learned their unique style of earthbending.Prerequisites: Improved Grapple, Ranged Pin,
Earth Blast,
ImprisonBenefits: This feat allows the use of three tactical maneuvers.
Earth Grapple: You use your earth blasts to restrain opponents. When making an attack with Earth Blast, you may make a grapple attempt instead of dealing damage. Your Earth Blast is considered a creature of your size, with a strength score equal to your Wisdom score, and a Base Attack Bonus equal to your Bending Level.
Sudden Pin: If you hit a flat-footed creature with an Earth Blast and successfully grapple them, you may pin them with the same action. This requires an additional grapple check as normal, with all of the modifiers that apply.
Swift Imprison: If you successfully pin a creature using Sudden Pin, you can use the remaining attack actions of your turn to use the Imprison seed. You must have at least one more attack available to make in order to use this option. If you choose to do this, you gain a couple benefits on the attempt. First, you gain a +2 bonus on the save DC for every attack remaining in your full attack. You also move the creature into the earth itself, instead of pulling earth up around it. The creature moves into the closest 5' cube of earth (or larger amount if necessary) available. If you cannot completely enclose a creature because it is larger than the adjacent earth, you may choose which part of the creature is burried.
Special: You must be taught by a member of the Dai Li in order to take this feat. Usually, this means only members of the Dai Li have access to it.
Blue Heat [Tactical]Firebending prodigies look up to you for you sheer power. Your flames melt steel easily, and few can withstand the heat.Prerequisites: Skill Focus (Concentration), Form Specialization (any 2),
Cold Fire, Fire Blast, 6 ranks, Bending Level 6
Benefits: This feat allows the use of three tactical maneuvers.
Blue Fire: Your serious concentration creates fires that are hotter than a normal, turning them blue. When you successfully bend a seed, make a concentration check, with a DC equal to the seed's DC. If you succeed, you deal an extra point of damage per dice with that seed. Using this provokes an Attack of Opportunity, although you can avoid it by increasing the DC by 5+ the highest threatening creature's Base Attack Bonus.
Forceful Fire: You fire is so powerful it can easily move targets. If you successfully hit with two
Fire Blasts in one round against the same target and at least one used Blue Fire successfully, you may attempt a bull rush against the targeted creature. Use your Wisdom modifier in place of the blast's Strength score. The blast is treated as a Medium creature. This bull rush attempt happens at the end of your turn, and you gain a +2 bonus on the attempt for every additional
Fire Blast that hits the target.
Flowing Energy: You use the energy from Firebending to provide additional energy for Firebending. You must bend the same seed two or more times in a row to use this maneuver. The seed gains a cumulative +1 bonus to its save DC and attack roll (if applicable for either one) for every bending beyond the first. If you take any other standard action (such as bending a different seed or making a melee attack), then the chain is broken. The bonus from this effect cannot exceed +5.
Special: Your dedication to power has left you vulnerable in other areas. You take a -5 penalty to your bending level when bending any seed that does not deal damage.
Specialized Healing [Tactical]Your attention to the art of healing has paid off, and your compassion for all others shows.Prerequisites: Skill Focus (heal),
Healing Water, Heal 4 ranks, Bending Level 6
Benefits: This feat allows the use of three tactical
Empowered Healing: You healing abilities inspire your targets to perform better than normal. Any ally that receives healing from you gains a morale bonus to AC, saves, and attack based on the amount healed. See table below for values.
This bonus lasts for one round, plus one round for every 5 ranks in Heal you have. You cannot affect yourself with this bonus.
Retributive Healing: Placing your allies safety well above your own, you find it easier to heal them while you are injured. Whenever you are injured in combat, you gain a bonus number of healing points to use on your next bending of
Healing Water equal to the damage you took. These extra healing points go away if not used within one round.
Non-violent Pact: Your value of life spreads to others well. Whenever you make a Heal check or use
Healing Water, any creature within 5 feet per level that can see you must make a Will save (DC 10+1/2 character level+charisma) or refuse to deal lethal damage for one round per level. This is a mind affecting charm and compulsion effect. The creature must be able to see you in order to be affected. Any obvious threat to life grants an additional save, although if an opponent is clearly using non-lethal means then no additional save is granted.
Special: Your dedication to preserving life has affected you deeply. You can no longer deal lethal damage purposefully to any intelligent creature. If you purposefully deal lethal damage to an intelligent creature, you lose the benefits of this feat until you properly atone for your transgression. This involves either an Atonement spell or something of equal or greater power.