Shanghai TeahousePrerequisites:
-Must have spent a length of time training with the first master of the Chinese Star discipline. Only when she deems you ready are you considered a disciple of the school after which she allows you to make your way in the world to bring beauty to the world.
Benefit: After your training, you have learnt how to strike without weapons and how to manipulate your Qi to create beautiful colours and to empower your every movement. You treat Iaijutsu Focus as a class skill at all times.
Spoiler (click to show/hide)
You are considered to be armed even when unarmed — that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or non-lethal damage, at your option. There is no such thing as an off-hand strike for a disciple of Chinese Star, thus you may apply your full Strength bonus on damage roll for your off-hand strike. Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). Your unarmed strike also deals the higher of the unarmed strike from monk levels which you possess or 1d8 damage for a medium Chinese Star disciple.
You may now learn and initiate Chinese Star manoeuvres.
Shanghai Alice of Meiji 17One must always improve one's self.
Prerequisites:
-Shanghai Teahouse.
-One Chinese Star stance.
Benefit: While in a Chinese Star stance, your Chinese Star favoured weapons deal damage as if they were one size larger. Also when you move you may make an Iaijutsu Focus skill check to count as threatening from a number of squares which you occupied during your movement for 1 round. The DC for this Iaijutsu Focus skill check is equal to 15+5 times the number of squares you wish to count as threatening from. This allows you to flank with yourself and other such benefits.
Forbidden SchoolPrerequisites:Knowledge of at least one maneuver of the school you want to betray.
Benefit:You learn one Maneuver from the respective Forbidden School, whose level cannot be higher than your IL/2, rounded up. In addition from now on, every time you would learn a maneuver of the first school you may instead learn a Forbidden Technique of the respective Forbidden school you still don't know.
Special:In addition your body suffers a clear change, detailed on each Forbidden School.
Forbidden Schools and Maneuvers detailsThey aren't called Forbidden for nothing. They are stronger than the usual maneuvers of the “parent” school, but at the cost of permanent penalties on the initiator. They always share the same favored weapons, skill, and count as their “parent” school for purposes of feats and other abilities that call for a specific school.
Forbidden Schools can only be performed out of one's pure free will for their own gain. Charmed/dominated/summoned/binded/cohorts/followers and similar cannot use a Forbidden School.
Forbidden Sign-Any one who dabbles into a Forbidden school ends up developing a physical quirk due to the heavy physical and mental stress it implies.
Forbidden Cost-Using a Forbidden school maneuver or entering a Forbidden stance makes you suffer a cumulative "Forbidden Price" equal to its level. So for example if you used a 3rd level forbidden maneuver and entered a 9th level forbidden stance, you would have a combined Forbidden Price of 12. The specific effects of Forbidden Price are different from school to school. Any penalties and damage self-inflicted by using a Forbidden School ignore any immunities, reduction, resistances, thought bottles, wishes, miracles, god interventions, and similar.
Regular HP damage can be healed as normal, but only three ways are known for removing the penalties (like reduced max hp or lost skill points):
-The character repents and receives an Atonement spell. He must replace Forbidden School for another feat and any known Forbidden Maneuvers/stances for normal maneuvers/stances of the “parent” school. This is a one time deal. Should she fall on the forbidden path again, no Atonement spell can save her now.
-The character kills, in direct combat, a martial initiator of the same “base” school that doesn't know any forbidden techniques but must be no lower than 4 levels from the forbidden initiator herself. A willing sacrifice or backstab on the night won't do, they must fight each other at the top of their capacities. Cohorts, summons, binded creatures and similar always fail to satisfy this criteria. However one is allowed to bring “friends” to help. Once the kill is performed, all the penalties suffered from the Forbidden Maneuvers of the respective school are removed.
-The character meditates to cleanse her body and soul, recovering from the penalties at the rate of 1 per hour. So for example Mystia uses Mysterious Song, losing 9 mental skill points. She could then meditate and recover 1 lost mental skill point per hour of rest.
Only a character that has picked the Forbidden School feat can learn and use maneuvers and stances from a Forbidden school. This also means that Forbidden School maneuvers and stances cannot be granted by items nor the Martial Study feat.Forbidden School: Sky Ruin
Parent School: Chinese Star. It is all and good to try to overcome our limits, but trying to do too much too fast will always be counterproductive.
Forbidden Sign: All that hard work tires you quickly. You must take a 1-hor nap every afternoon on top of any other rest you need.
Forbidden Cost:When you fail a Fortitude save, you lose HP equal to twice your current Forbidden Price. When you succeed on a Fortitude save, you lose HP equal to your current Forbidden Price. You must always roll a Fort save when called even if you would be immune to its other effects.
Combat Reflexes (All around floating feat)
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Willing DeformityBenefit
You gain a +3 bonus on Intimidate checks.
Deformity (Tall)Prerequisite
Willing Deformity (HH) , Evil alignment, Medium size,
Benefit
Even though you are still technically a Medium creature, your improved height and lanky limbs grant you an additional 5 feet to your reach, thereby allowing you to strike nonadjacent squares with nonreach weapons.
Special
You are a larger and clumsier target than you were before undergoing the height extension, giving you -1 to your AC. You also take a -2 penalty on Hide checks.
Iron WallWith hard training, flesh can become as strong as steel.
Pre-requisite: Martial Pride Class feature.
Benefit: You can emulate the properties of Pure Metal items with your body. To do so you must first pursue an harduous training with the item for 24 hours, after which it is destroyed from the effort, but you've mastered its secrets.
If you destroyed a weapon your unarmed strike count as if it was made from that Pure Metal, except it doesn't deal damage as if it was one size category larger.
If you destroyed a suit of armor you gain its Pure Metal special properties and hardness as if wearing it, but not the AC bonus, unless it's specific to that kind of pure metal. Emulating medium armor slows you down by 10 feet, Emulating heavy armor halves your movement speeds
If you destroyed a shield you gain its Pure Metal special properties and hardness as if wearing it as long as you dedicate one arm to serve as the shield (it cannot be used for anything else), but not the AC bonus, unless it's specific to that kind of pure metal. Emulating a Light Shield gives you a -1 penalty on all skills and attack rolls. Emulating an heavy shield gives you a -2 penalty on all skills and attack rolls. Emulating a tower shield gives you a -4 penalty on all skills and attack rolls.
You can only emulate one destroyed weapon, armor and shield simultaneously at a time, but if you destroyed more during training, you can switch which ones you emulate as a Swift or Move action. You still need high enough Bab to gain the benefits of higher grades, and cannot use spells/SLAs/powers/similar while emulating pure metal. Your unarmed strike cannot be enhanced by magic means while emulating pure metal, and you cannot gain Natural armor, Shield or Armor bonus from spells/SLAs/powers/similar while emulating pure metal armor or pure metal shields.
If you're emulating a pure metal weapon and successfully grapple someone, they count as if bound by shackles made of that kind of pure metal.
Special: You may take this feat an extra time for each 6 Gate Guard levels you have. Each extra time you take it, you can simultaneously emulate an extra kind of pure metal in your body, assuming you had destroyed items of the same type, each made of a different kind of pure metal.