Wu Wei: Death Trance
I could make it behave more like the death trance in 10D and have it also increase the fire power while it lasts instead. Still, I know you frown on abilities like Death Throes that make dying part of any strategy or otherwise only get useful if you personally lose. There is a 10 hit points margin to avoid death, which might come in handy at the early levels but might not come into effect as often after that. I'm fine with that change, though.
Where did you get that idea? I actually quite like "Taking you down with me" abilities, in particular if they're optional (check my mecha mook and chaos cultist).
Wu Wei: Just One's Nature
I'd limit it to one use at a time, since SNA can also summon 1d3 or 1d4+1 lower level creatures of the same kind. Summoning again would just dismiss those previously summoned.
Its still one use per day per invested maneuver so summoning freely isn't such a good idea.
Yes, if you want multiple animals just use the summon multiples option. However since the school has plenty of ally buffs, they'll still lay down quite a bit of hurt before going down.
Ashen Arm
The extra limb doesn't give more item slots besides being able to hold an item and doesn't grant additional (efficient) attacks unless you're going into Multiweapon feats.
Being able to affect affect ethereal/incorporeal creatures isn't that much of a plus when it can just Trance to do that with all its attacks.
For the strength, I could perhaps do like most Hand spell effects and just give it a static strength score that would improve with class levels instead of giving the hermits the possibility to fight with a Str score similar to most monstrous classes' focused on nonmagical combat. Or maybe have it work off of the Hermit's wisdom score.
I thought saying it was invisible made it clear enough but I'll add a little note. As mentioned by the end, unless you can see invisible stuff, the arm is usually covered for others to see it. Its attacks are as made by an invisible creature if not covered.
Why don't you just let the arm use the hermit's normal stats? Invisible pseudo-ethereal extra arm already sounds a pretty good deal to me. Plus a limb with diferent ability scores than your main body just rises a bunch of rules issues on when you use one or the other.
Angel Raiment
Can change it to an enhancement bonus to natural armor, considering how Seiga referred a few times to her body being tough as steel/diamond.
Makes me think I could perhaps have it give them a special hardness.
Base natural armor. It's a big bonus, so it shouldn't be stacking with other big bonuses.
Or Hardness. That's another hard to get one.
Heavenly Time and Earthly Space
It sort of debuffs the team too. Like canceling all the Hermit's auras.
Just create the aura in a position that affects enemies but not allies? Basic combat tactics. You don't summon "screw you" area effects so they envelop both enemies and allies, you summon them over the enemies.
As for the other bonus... I'm not sure what else to they could stack with besides maybe the xp increase from Item Familiar, which works with all sorts of xp gains.
I'm mostly trying to make the Blood of the One with Latent Power abilities make it worth it to stick with a class to the end instead of just trading a great capstone for some prc's just as good if not better capstone.
If the % has to be static, I'd have it be at about 10% to have it at least make a noticeable difference otherwise everyone would always just pick the reroll.
Can otherwise drop all the % and go with numbered bonuses but I'd probably have to think of another way to have it work for Wealth and Energy.
10% fixed bonus then. Extra wealth still stacks with cost reductions, extra HP still stacks with temp HPs and Con bonus and whatnot.
Anyway you're doing well in trying to make the class worth stickying for 20 levels, however some of the stuff you had here would make the class worth taking even if you never gained maneuvers if you ask me.
True Administrator
Aye, I'll think of something. Maybe give that one its own clause.
Good plan.
Blood of the Transcendent One
Ashen Arm: Yikes. Only meant to be able to bring stuff you can actually carry. Will specify it can only bring back things within carrying capacity and, if w/e is carried is too large to fit in the Hermit's space, it takes its space in squares adjacent to him. Doesn't get carried along if there isn't enough space.
I would prefer if you limited it to light load, because max carrying capacity is usually still pretty high.
Also, you mean it is suposed to be able to grab stuff whitout need of line of sight? Isn't that kinda too imba considering it would mean you can just grab anything in the world as long as there's a somewhat clear path to it?
Angel Raiment: Didn't plan on 1track Paradise to work against AMFs considering it's a Su ability, though if it did it wouldn't protect worn equipment since it isn't part of the hermit himself.
Well you should clarify that then.
Heavenly Time and Earthly Space: It'd kinda force the fight within the space but it makes the ability clunky. It could instead prevent time effects up to 1 mile outside (and inside) of it or limit it to those within to be able to act during extra rounds like time stop (while still maintaining the timestop clause that creatures in normal time are invulnerable etc), even though it might make that aspect of the ability apply in very specific cases. I've no problem with the possibility of more or less calling in a small fortress that would fit the small area of that ability.
Why not just limit it then to fortress summoning and blocking extra actions? Still pretty damn sweet.
True Administrator: I thought it'd be about as good as one if the damage wasn't so awful but you're right. Perhaps I should go with having it prevent enemies from activating buffs while within the aura (not affecting those already in place) and be able to shift ppl in the material/ethereal with an action, maybe being able to return to the original plane by leaving the aura if they win a save vs the 1 round/class level dimensional lock.
Sounds good.
A One-Track Paradise
Already had fixed that one but forgot to click the save button on that modify post tab. It works on ill effects only otherwise it could be interpreted as negating just about all of his feats, class abilities and magic items and other silly stuff like gravity. I'll keep an open mind on adding clauses for specific ill effects that should always bypass this that I wouldn't have thought about.
See, this was what I was talking about. This ability is pretty damn strong,and you're still gaining one more stance and readied maneuver at 10th. Any chance I can convince you to make it apply only while trancing?
The Transformation of Things
I agree. Will be changed along with the rest of the fixes. I had considered making the 'closer to gods than mortals' thing more literal by removing the need to breath and giving them a virtual divine rank of 1 that wouldn't grant them any demigod stuff but mostly qualify them for learning venerable battlefield maneuvers since taoism relies on faith power to a point, but is independent on the need for worshipers, but figured I could maybe keep that idea for a Xian/Celestial prc or something.
Tobhou prcs, ho!
Speaking of which, after some talk with Raineh Daze I'm planning on making Shikieiki Yamaxanadu as Prc only entereable at 19th with an "epic" school with just 10+ level maneuvers/stances, since she's suposed to be the ultimate authority and stuff.