When a
Hyuga Genius goes even further beyond!
Tenseigan Sage/Taiji SageRequirements: - At least one Byakugan
- Must be able to become Psionically Focused and have an Effective Hyuga Level of 13
OR
Hit Die: d8
Skill Points: 4 + Int
BAB: Good
Saves: All good
Level | Special | Taiji Damage | Power Points/Day |
1 | Pure Otsutsuki, Taiji Strike, Psionics | 1d6 | 2 |
2 | Advanced Tenseigan | 1d6 | 6 |
3 | Advanced Taiji Fist | 2d6 | 11 |
4 | Pure Otsutsuki | 2d6 | 17 |
5 | Advanced Tenseigan | 3d6 | 25 |
6 | Advanced Taiji Fist | 2d6 | 35 |
7 | Pure Otsutsuki | 3d6 | 46 |
8 | Advanced Tenseigan | 4d6 | 58 |
9 | Advanced Taiji Fist | 4d6 | 72 |
10 | Pure Otsutsuki | 5d6 | 88 |
Class Skills: A Tenseigan Sage's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Power Points/Day
As a Tenseigan Sages you can manifest powers with a manifestor level equal to your Tenseigan Sage level. Your base daily allotment of power points is given on the Class Table above. In addition, you receives bonus power points per day if you has a high Wisdom score. Your race may also provide bonus power points per day, as may certain feats and items. If you have power points from a different class then these points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score may only be gained once.
*Special: A Tenseigan Sage may choose to advance Tenseigan Sage manifesting in place of gaining or advancing manifesting from another class; he may likewise choose to advance Tenseigan Sage manifesting in place of gaining or advancing spellcasting from another class. The Tenseigan Sages uses the Psion's progression of power points per day, seen in the table below.
Effective Level | Power Points/Day |
1 | 2 |
2 | 6 |
3 | 11 |
4 | 17 |
5 | 25 |
6 | 35 |
7 | 46 |
8 | 58 |
9 | 72 |
10 | 88 |
10 | 106 |
10 | 126 |
10 | 147 |
10 | 170 |
10 | 195 |
10 | 221 |
10 | 250 |
10 | 280 |
10 | 311 |
10 | 343 |
Powers Known
At first level you choose one Psionic Discipline. You gain access to the Class Skills associated with that discipline and add the powers restricted to that Discipline to your Known Powers list. A Tenseigan Sage does not learn other powers without expanding this list, typically by means of the Expanded Knowledge feat.
The Difficulty Class for saving throws against your Tenseigan Sage powers is (10 + the power’s level + Your Wisdom modifier).
Taiji Strike (Su): As a full-round action a you may perform one Unarmed Strike using your highest base attack bonus. If this attack hits you deal bonus psionic damage as shown in the table above.
Taiji Strike damage is equally dependent on your psionic power and the precision of each attack; treat Taiji Strike damage as Sneak Attack damage for the sake of qualifying for feats and prestige classes. Abilities that advance Sneak Attack damage may instead advance Taiji Strike Damage; this choice is made each time the you increases your Sneak Attack damage. Taiji Strike Damage is halved against a targets immune to Critical Hits.
Should you also possesses the Juuken Strike ability you may combine Juuken Strike with Taiji Strike whenever either ability is used or referenced.
Sage Cloak (Su): While Psionically Focused you automatically clads yourself in a Sage Cloak, a tangible robe of condensed psionic energy that protects you from harm. A Sage Cloak grants (Base Will Save) as an Armor bonus to AC; since it is composed of concentrated psionic energy this defense applies even against attacks from incorporeal enemies.
For most purposes a Sage Cloak functions as an automatic and continuous manifestation of Inertial Armor.
Pure Otsutsuki(Ex): Tenseigan Sages have evolved beyond the flawed bodies of earthly beings. At first level you gain the Outsider Type and awakens your Tenseigan, infusing your eyes with vast quantities of concentrated psionic power.
While Psionically Focused, you also gain the following benefits.
Level 1: You may reduce all Power Point costs by 1, to a minimum of 0, OR you learn one Forbidden Technique listed below OR you gain access to one Psionic Discipline
Level 4: You may reduce all Power Point costs by 1, to a minimum of 0, OR you learn one Forbidden Technique listed below OR you gain access to one Psionic Discipline
Level 7: You may reduce all Power Point costs by 1, to a minimum of 0, OR you learn one Forbidden Technique listed below OR you gain access to one Psionic Discipline
Level 10: You may reduce all Power Point costs by 1, to a minimum of 0, AND you learn one Forbidden Technique listed below AND you gain access to one Psionic Discipline
Should you possess the Pure Hyuga ability then levels in Tenseigan Sage stack to determine your effective Hyuga level.
Advanced Tenseigan(Su): At 2nd level and every third level thereafter the your Tenseigan further improves. You may select one Advanced Byakugan ability and gain that ability even when you are not Psionically Focused, or may select one ability from the following list to gain while Psionically Focused:
True Sight (Su): As a Move Action you may gain a Psionic True Seeing or True Seeing effect, or dismiss either effect. Concentrating on the effect only requires a Swift Action each round and does not otherwise interfer with your actions.
Trace Teleportation (Su): As a Move Action you may use the Trace Teleport power as Psi-Like Ability, except this also shows you the linger auras of Teleportation effects used within the last Day.
While adjacent to the lingering aura of a Teleportation Effect you may expend two power points to use Clairvoyant Sense as a Psi-Like Ability on the target location with a Move Action, even if that location is in another plane.
By spending four power points you may use any Teleportation effect to teleport to the destination of lingering Teleportation effect aura.
Divine Eye (EX): Your eyes condense and concentrate psionic power to ease your use of mystical effects. When manifesting a Power or PLA, and when casting a Spell or SLA, you reduce any Material Component, Focus, or Experience costs by half. If this reduces a GP cost below (Level * 100) or an XP cost below (Level * 50) then that cost is removed.
This ability may be selected multiple times, with each selection further halving any Material Component, Focus, or Experience costs.
Advanced Gentle Fist: At every third level, and every third level thereafter, a Tenseigan Sage may select one ability from the following list:
Feather Touch(Ex):
Requirements: None
Benefit: Once per round you may target Touch AC when attacking with an Unarmed Strike; you may also target Touch AC with an Unarmed Strike once per round when making Attacks of Opportunity.
This ability may be selected multiple times, the benefits stack.
Bague Mastery (Ex):
Requirements: None
Benefit: When using Two Weapon Fighting you do not suffer the TWF attack penalty to your primary hand or offhand when at least one your attacks is an Unarmed Strike.
Wuji Exclusion
Requirements: None
Benefit: Even in the chaos of a battlefield the Tenseigan Sage may greatly reduce the possibility of outside interference when in an honorable duel. As Move Action you interrupt the flow of energy across the world to partially seclude yourself and an adjacent creature.
All attackers not participating in the Wuji Exclusion target the higher AC, Flatfoot AC, Touch AC, and Saves between the you and the target of Wuji Exclusion. The target of Wuji Exclusion always provokes Attacks of Opportunity when moving away from you regardless of how they move and whether this movement would normally provoke AoOs; you may perform a Taiji Strike against this foe for any Attacks of Opportunity they provoke.
Wuji Exclusion ends the moment the target is no longer within the reach of your Unarmed Strike; if you can perform Unarmed Strikes as Ranged attacks then Wuji Exclusion ends the moment the target is beyond one range increment of your Unarmed Strike.
Two Poles (Su):
Requirements: None
Benefit: When performing an Taiji Strike you may charge your attacks with either extreme Yang energy or extreme Yin energy.
Attacks charged with extreme Yang energy double the Taiji Strike bonus damage, half of which is dealt as Fire damage and half Positive Energy.
Attacks charged with extreme Yin energy double the Taiji Strike bonus damage, half of which is dealt as Cold damage and half Negative Energy.
A Two Poles Taiji Strike is no longer based on the precision of the attack and thus has its full effect on enemies immune to Critical Hits. Because the energies involved in Two Poles are violent and destructive a Two Poles Taiji Strike can never heal the victim of the attack.
Broken Balance (Ex):
Requirements: Two Poles
Benefits: Instead of converting the Taiji Strike bonus damage into Yang energy or Yin energy, you may now convert your Taiji Strike into pure destructive power.
A Broken Balance Taiji Strike doubles the Taiji Strike bonus damage, all of which is dealt as Untyped damage; enemies struck by a Broken Balance Taiji Strike may make a Fortitude Save DC (10 + Base Fortitude Save + Wisdom Mod) to half this damage.
Grinding Reincarnation Wheel (SU):
Requirements: None
Benefit: As a Standard Action you may expend your Psionic Focus to release a uniquely powerful explosion of psionic energy. A Grinding Reincarnation Wheel attack is an Taiji Strike that targets Touch AC. On a successful hit this attack uses d10s instead of d6s for the Taiji Strike bonus Damage.
By expending 6 Power Points as part of the attack you may instead use d12s instead of d6s for the Taiji Strike bonus damage. By expending 9 Power Points as part of the attack you may use d20s instead of d6s for the Taiji Strike bonus damage.
Reincarnation Wheel Explosion (Su):
Requirements: Grinding Reincarnation Wheel
Benefit: By expending your Psionic Focus as a Fullround Action you may use Grinding Reincarnation Wheel as a powerful ranged attack. Reincarnation Wheel Explosion affects all targets in a (Level * 10ft) Line, or a (Level * 5ft) Cone, with a Reflex Save DC (10 + Base Reflex Save + Wis Mod) halving this damage.
As with Grinding Reincarnation Wheel, you may expend power points to deal additional damage.
Afterlife Hill’s Slope (Su):
Requirements: None
Benefit: As an Standard Action you may expend your Psionic Focus to open a portal another location on the same plane. The portal lasts for up to (Tenseigan Sage Level) rounds, as decided by you when the protal is created, and is opaque to creatures that do not have a dojutsu of some kind. Creatures that make contact with the portal are immediately transported to the destination as if by Psionic Teleport; a Will Save DC (10 + Base Will Save + Wisdom Mod) prevents unwilling subjects from being teleported.
By expending 6 power points you may instead make the portal function as Greater Psionic Teleport. By expending 11 power points you may instead make the portal function as Psionic Plane Shift.
Forbidden Technique: As your mastery of your Tenseigan deepens the your Tenseigan accumulates strange new abilities. Each time you gain the Forbidden Technique ability you may choose any feat listed either
here or
here, or one of the Tenseigan’s Forbidden Techniques. The Forbidden Techniques that may be select, as well as the associated cost of the technique and how frequently the Technique may be used, are listed below. A Blind Tenseigan Sage loses the ability to use any Forbidden Technique while Blind, but retains the full use of any feat selected.
Invest Power
With 1 hour of contact and concentration you may reanimate the corpse of a creature with a CR no greater than (HD - 5). This creature is revived under your control and is Invested with the abilities of an Astral Construct, as manifested at your Tenseigan Sage level.
As a Free Action you may control your Invested Creatures by telepathically communicate simple commands (Come here, go there, fight them, protect them, cast this, destroy that, stand still), by speaking complex verbal commands, or by using any other method of communication the Invested Creature can understand; regardless of how you communicate your commands the Invested Creature faithfully follows these commands to the best of it’s ability. Alternatively you may concentrate on an Invested Creature as a Fullround Action to fully control that Invested Creature's actions for one turn.
With 1 Minute of concentration you may remove power you have Invested in a creature across any distance, slaying the creature and restoring your own power.
Consequence: While you have Invested power into a creature you suffer 2 Negative levels; these negative levels never risk becoming permanent, but cannot be removed by any means short of deactivating the Investment or the creature’s death. Should an Invested Creature be slain or destroyed you continue to suffer these two negative levels for 24 Hours.
Activation: 1 Hour of Concentration
Cost: 2 Negative Levels, 20 Hit Points
Duration: Permanent until dismissed
Cooldown: None
Outer Path:
As a Swift Action you form a +(Level/2) Adamantine weapon you are proficient with, form (HD) instances of +(Level/2) Adamantine Ammunition, or temporarily imbue a weapon you are holding with Adamantine material and a +(Level/2) enhancement in addition to it's normal properties; the enhancement bonus on a weapon may not exceed +5.
On a successful attack with an Outer Path weapon the victim must make a Will Save against DC (20 + Level) to avoid suffering a permanent Outer Path Curse which applies a -(Level/2) Luck Penalty to the subject's Attack Rolls, Saving Throws, and Caster Level. For each individual suffering from your Outer Path Curse you gain a stacking +1 Luck bonus to Attack Rolls, Saving Throws, and Caster Level. A subject that dies while affected by your Outer Path Curse continues to grant you this benefit for 24 hours, after which point the bonus from that slain subject vanishes. An Outer Path Curse can be removed as if it were the result of a ‘Bestow Curse’ spell cast by a Sorcerer with a caster level equal to your HD.
Weapons and ammunition created by this ability last for 1 minute after leaving contact with you before dissolving into inert dust. Likewise weapons imbued with this ability retain the imbuement for 1 minute after leaving contact with you, before returning to their normal state.
Consequence: None
Activation: Swift Action
Cost: 5 Hit Points
Duration: 1 Minute
Cooldown: None
Perfect Control:
Half the cooldown of any special abilities you possess, rounding down to the nearest round when necessary. You have a 50% chance to not expend power points when manifesting powers with costs lower than (Level/2).
Consequence: None
Activation: None
Cost: None
Duration: N/A
Cooldown: None
Perfect Sage:
You may alter any damaging Power, PLA, Spell, SLA, or Supernatural ability to deal damage with a different element. You may convert any type of magical damage to Fire, Electric, Acid, or Cold damage without any reduction, or convert any type of magical damage to Force or Sonic damage by halving the total damage dealt; a 'Fireball' that would normally deal 10d6 Fire damage could be altered to deal 10d6 Cold damage, or altered to deal 5d6 Sonic damage. As part of this conversion Spells and SLA gain the descriptor of the new element; at your option you may retain the original elemental descriptor or discard it.
Consequence: None
Activation: None
Cost: None
Duration: N/A
Cooldown: None