Ki Feats

INDEX

Ki Feats Characteristics
Base Feat
Feat Descriptions

Ki Feats Characteristics

Ki feats grant a character the ability to channel their ki, their inner strength, into spectacular abilities beyond mundane fighting styles. Unless otherwise specified in the feat’s description, ki abilities are considered extraordinary abilities.

Ki Uses Per Day: A character can use a number of ki abilities per day equal to the number of ki feats he knows. When he uses a ki ability, he can choose which of his Ki feats to use. Members of the martial artist class get additional ki uses per day equal to their class level. Some powerful abilities requires the expenditure of more than one ki use per day and some permanent abilities require a permanent sacrifice of uses per day (see below).

Ki Uses Per Round: A character cannot spend more ki uses in a single round than his Wisdom modifier.

Passive Abilities: Some ki abilities act passively; that is, they don’t require the expenditure of ki uses per day. If the feat’s description doesn’t include a ki use cost, the feat grants a passive ability. Passive ki feats do add to the number of ki uses per day.

Permanent Abilities: Some ki feats change the character’s capabilities permanently upon learning. These feats require that the character sacrifice a defined number of ki uses per day as he channels his ki inside himself. For example, a 5th level fighter knows three ki feats, therefore having three ki uses per day. Upon reaching 6th level he chooses Improved Damage to increase the damage he deals with his sword through natural and instinctive ki channeling. Improved Damage is a ki feat and therefore increases his ki uses per day to four, however, Improved Damage demands a sacrifice of two ki uses per day, reducing the character’s number of ki uses per day to two, despite having four ki feats.

Key Ability: Some ki feats base their benefits upon a key ability such as Constitution or Wisdom. A feat’s key ability also determines the feat’s save DC (if any). If the ki feat has a key ability, it will be specified in the description.

Saving Throws: Some ki feats grant special attacks that can be resisted. The save DC of a ki ability is 10 + half the character’s total level + the feat’s key ability modifier (usually Wisdom) + the Powerful Ki feat’s bonus (if the character has it).

Fighter Bonus Feats: A fighter can select a ki feat as a fighter bonus feat.

The text in this table is Open Game Content 

Base Feat

Ki Channeling [Ki]

You have learned to channel your inner strength

Benefit: By focusing your inner strength you can gain almost supernatural prowess with your otherwise mundane skills. By spending one ki use you gain a +5 inherent bonus on skill results when you take 10 or take 20 with those skills, effectively making so you “take 15” and “take 25”. You can only apply this ability to skills you consider as class skills. You can only take 10 and take 20 on circumstances that allow you to. This bonus lasts for as long as it takes you to complete a single task, even if said task requires more than one skill check (such as Craft checks or certain Climb checks). In addition, Ki Channeling allows you to perform ki-enhanced skill tasks (see Skills) with your class skills.

Special: This feat is the prerequisite to all other ki feats and counts towards the number of ki uses per day a character has. Channeling ki is, to the confusion of many scholars, an extraordinary ability.

 

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The text in this table is Open Game Content 

Feat Descriptions

Burst of Movement [Ki]

Your inner strength increases your speed.

Prerequisites: Ki Channeling, Dex 15+.

Benefit: When you take a move action, a full-move action or a run action, you can spend 1 ki use to move an additional distance equal to 10 ft. + your normal walk speed. This ability stacks with any movement enhancement effects such as haste and expeditious retreat.

Special: You can take this feat two more times. Each time you add +10 ft. to the extra distance you move with the same ki use.

Crippling Attack [Ki]

You can break and distort the flow of ki in your target by channeling your own ki through a favored attack.

Prerequisites: Ki Channeling, Improved Unarmed Strike or Weapon Focus (see text), Incapacitating Attack (any), base attack bonus +8.

Benefit: Choose a weapon. This type of weapon must benefit from the Incapacitating Attack feat. You can perform a special ki attack with this type of weapon by spending one daily use of ki. There are many types of crippling attacks with different effects. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Crippling Attack forces a foe damaged by your attack to make a saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. This saving throw depends on the effect chosen. A defender who fails this saving throw suffers the chosen effect by its described duration. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits are immune to these attacks. You can only use one Crippling Attack or one Incapacitating Attack in a single turn.

The different Crippling Attack effects are supernatural abilities, and they are:

Slowing: A defender who fails a Fortitude saving throw feels his legs failing to respond for a number of rounds equal to 1+your Wis modifier, and moves at half his normal walk speed and may not run, suffering a -4 penalty on Balance, Jump and Tumble checks.

Numbing: A defender who fails a Fortitude saving throw feels strength seep from his limbs for a number of rounds equal to 1+your Wis modifier, and may not perform full attack actions, suffering also a -2 penalty on attack and damage rolls.

Frightening: A defender who fails a Will saving throw is frightened for 1 round. A frightened creature flees from you as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks.

Deadening: A defender who fails a Will saving throw feels his ability to channel ki stunted for a number of rounds equal to 1+your Wis modifier, and must make a caster check every time he wants to cast a spell (DC 15+ spell level + your Wis modifier) or a level check every time he wants to use a ki ability (save DC of the desired ability). Failure means the defender is unable to cast his spell or activate his ki ability.

Special: You can select this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon or a different effect.

Deflect Ki Attacks [Ki]

You can stop targeted special attacks against you.

Prerequisites: Ki Channeling, Improved Unarmed Strike or Weapon Finesse, Deflect Arrows, Deflect Attacks, Combat Expertise, Spellcraft 8 ranks, Dex 13+, Wis 13+.

Benefit: As Deflect Attacks except you may also deflect targeted spells or spell-like abilities. The effect must include you as a target, not be an area or splash effect. This is a supernatural ability.

Special: This is a permanent ki ability; you must sacrifice one of your ki uses per day when gaining this feat.

Deflect Arrows [General]

You can knock a ranged attack aside

Prerequisite: Improved Unarmed Strike or Weapon Finesse, Dex 13+

Benefit: You must have at the ready the weapon benefiting from either Improved Unarmed Strike or Weapon Finesse to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

Special: Games set in Nahast use this version of Deflect Arrows instead of the one found in the Player’s Handbook.

Deflect Attacks [General]

You can stop any attack in your direction.

Prerequisites: Ki Channeling, Improved Unarmed Strike or Weapon Finesse, Deflect Arrows, Combat Expertise, Dex 13+.

Benefit: As Deflect Arrows, except you may block any kind of weapon attack. You may only block one attack per round, whether it is ranged or melee.

Elemental Breath [Ki]

You project your ki forward in the form of an elemental attack.

Prerequisites: Ki Channeling, Elemental Strike, Incapacitating Attack (any), Improved Unarmed Strike or Weapon Focus (see text), Wis 13+.

Benefit: Choose one of the following energy types: cold, fire, or electricity; this must be the same energy type of a previous Elemental Strike feat. By spending two uses of ki you can project a cone of the chosen energy up to a range of 30 feet as a standard action. Targets within the area must make a Reflex save or suffer an amount of energy damage equal to 1d6 for every two Ki feats you know (maximum 5d6). This is a spell-like ability. This is a spell-like ability.

Special: You can choose this feat more than once. Each time you can select one of the other energy types as long as you have the Elemental Strike feat covering it. This is a permanent ki ability; you must sacrifice one of your ki uses per day when gaining this feat.

Elemental Strike [Ki]

You conjure the power of the elements into your attacks

Prerequisites: Ki Channeling, Incapacitating Attack (any), Improved Unarmed Strike or Weapon Focus (see text), Wis 13+.

Benefit: Choose one of the following energy types: cold, fire, force, or electricity. By spending 1 ki use, one weapon you wield that can receive the benefit of an Incapacitating Attack is coated by the chosen energy and deals +1d6 points of damage of the selected element for a number of rounds equal to your Wisdom modifier. This is a supernatural ability.

Special: You can choose this feat two more times. Each time you can select one of the other energy types. Force is considered to be raw ki, but it can be blocked by effects such as the shield spell.

Excellent Ki Channeling [Ki]

Your inner strength has grown to levels of great excellence.

Prerequisites: Ki Channeling, at least 6 more Ki feats, Wis 17+.

Benefit: Choose a number of your class skills equal to your Intelligence modifier plus twice your Wisdom modifier. By spending 1 ki use, you can take 10 on the chosen skills even if circumstances would disallow it. You can take 20 when you normally would not be allowed to, but it costs you 3 ki uses, and you may not spend more ki uses for the rest of the day or until you spend an hour meditating and succeeding on a Concentration (DC 25) check.

Normal: Most skills have restrictions on when you can take 10 or take 20.

Furious Attacks [Ki]

Your attacks are more devastating.

Prerequisites: Ki Channeling, Wis 13+ or Cha 15+

Equipment: By spending 1 use of ki, you infuse your movements to grant your attacks with a bonus to damage equal to +1, plus another +1 for every 5 character levels you have (a 5th-level character would have a +2 bonus, a 10th-level character a +3, etc.) This bonus lasts a number of rounds equal to the sum of your Wisdom and Charisma modifiers.

Furious Charge [Ki]

You add your inner strength when you charge towards your foes.

Prerequisites: Ki Channeling, Burst of Movement, Power Attack, Improved Bull Rush, Dex 15+.

Benefit: You can apply the Burst of Movement feat to a charge action at the normal cost of ki uses. In addition, the charge can take you through difficult terrain (at the normal cost of movement) and, if there are any obstacles that can be surmounted with a Jump or Tumble check, you gain a +5 competence bonus to those skill checks, with success allowing you to continue the charge.

Normal: The charge action is a full-round action and therefore cannot receive the benefit of the Burst of Movement feat, and cannot take a character through obstacles or difficult terrain.

Finishing Move [Ki]

You finish your attacks with a powerful and devastating strike.

Prerequisites: Ki Channeling, Furious Attacks, Power Attack, Flurry or the monk’s flurry of blows ability base attack bonus +6.

Benefit: If you damage your target enough, you can put him in a position to deal a powerful finishing move for extra damage. After you successfully hit a target 3 times in a row with melee attacks, your next successful melee attack deals +1d6 points of damage by spending 1 ki use. You must declare that you are setting up a finishing move when you start attacking a target, and you must keep attacking that target until you unleash your finishing move. If you switch targets before unleashing the finishing move, you lose all accumulated successful hits. You can delay your finishing move, with each successful attack after the third adding another +1d6 points of damage to the finishing move. You cannot gain more extra dice than your Wisdom modifier. Once you unleash your finishing move, you must hit your target 3 more times before being able to use this feat again. Should you score a critical hit with a finishing move, this extra damage is not multiplied. This damage stacks with that from the sneak attack or similar abilities.

Special: You may choose this feat more than once, each time, the initial damage of the finishing move increases by +1d6 up to a maximum of +3d6.

Flicker Step [Ki]

You move around your foe with the speed of the wind.

Prerequisites: Ki Channeling, Dodge, Mobility, Dex 13+.

Benefit: When you take a 5-foot step, you can spend 1 use of ki to instantly move to the opposite side of a foe you have designated with the Dodge feat, leaving an afterimage of your previous position for a couple of moments. You are considered to be flanking your opponent until your next turn and this movement does not provoke an attack of opportunity. You can only use this ability against opponents up to one size category larger than you.

Flawless Defense [Ki]

You become untouchable.

Prerequisites: Ki Channeling, Weapon Finesse, Weapon Technique, Deflect Arrows, Deflect Attacks, Combat Expertise, Combat Reflexes, Dex 17+.

Benefit: As Deflect Attacks, but you use it additional times by spending 1 use of ki per attack you deflect after the first, up to a maximum number of extra attacks equal to your Dexterity modifier. You must take into account the maximum number of ki uses you can use in a single round. This feat only protects you against weapon attacks.

Normal: You can only use Deflect Attacks once per round.

Special: You can use Flawless Defense in conjunction with Deflect Ki Attacks, but it costs two uses of ki to deflect an extra spell or spell-like ability after the first time you have used any Deflect feat in the round.

Flurry [Ki]

You can attack with great speed.

Prerequisites: Ki Channeling, Improved Unarmed Strike or Weapon Finesse (see text).

Benefit: You can make one extra attack in a round at your highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the character might make before her next action. This feat applies to unarmed attacks if the character has the Improved Unarmed Strike or to finesseable weapons if he has the Weapon Finesse feat. He cannot perform a flurry with attacks for which he does not have the appropriate feat prerequisite. You must use a full attack action to strike with a flurry.

Special: Double weapons count as finesseable as the off-hand attack is considered a light weapon. A character with martial artist levels can apply the Flurry feat to weapons he has become proficient with through the weapon training class feature, and those he has selected for the advanced weapons training class ability. This feat is equivalent to the monk’s flurry of blows ability.

Greater Elemental Srike [Ki]

You can release a wild explosion of elemental ki around you.

Prerequisites: Ki Channeling, Elemental Strike, Improved Elemental Strike, Incapacitating Attack (any), Improved Unarmed Strike or Weapon Focus (see text), Wis 15+.

Benefit: When you learn this feat, the benefit of Improved Elemental Strike becomes permanent upon the chosen weapon. As a standard action, you can strike your elementally-attuned weapon to the ground and spend 1 ki use to create an explosion centered around you that covers an area 30 feet in radius. The explosion deals 1d6 points of energy damage for every Ki feat you know to all creatures inside the area of effect, with a maximum of 10d6. Affected creatures can make a Reflex save at your normal ki ability save DC to take half damage. The energy type is the same as the one from your Elemental Strike feats. This is a spell-like ability.

Special: You can choose this feat more than once. Each time you can select one of the other energy types or another specific weapon as long as you have the Elemental Strike feat covering those choices already. This is a permanent ki ability; you must sacrifice one of your ki uses per day when gaining this feat. If you lose the weapon benefiting from this feat, you can reattune yourself to a new weapon of the same type by spending 200 XP and a week of meditation.

Greater Flurry [Ki]

Your  can unleash a storm of attacks on your targets.

Prerequisites: Ki Channeling, Improved Unarmed Strike or Weapon Finesse (see text), Greater Flurry, base attack bonus +6.

Benefit: When you make a flurry as a full attack action, you gain a second extra attack in addition to the one granted by the Flurry feat. This extra attack is performed with the same bonus and characteristics of the original Flurry feat.

Great Self [General]

Your body and soul carry auspicious potential beyond your mundane limitations.

Prerequisites: Ki Channeling.

Benefit: When choosing a feat or gaining the 1st level of a prestige class that have a minimum ability score prerequisite or requirement, always use your highest ability score and add +2 only for purposes of fulfilling the prerequisite, even if the feat or prestige class call for a different ability.

Special: For determining the effects of special abilities that rely on an ability modifier for such things as save DC, duration or bonuses, you always use the normally required ability score.

Ghostly Attack [Ki]

You perform your attack with confusing speed.

Prerequisites: Ki Channeling, Weapon Focus or Weapon Finesse, Improved Feint.

Benefit: By spending a use of ki during your turn, you can make your weapon move with blinding speed, making it disappear from your opponents’ eyes. You ignore all Dexterity and dodge bonuses to AC from your target (this is not the same as negating those bonuses, so you cannot perform a sneak attack or other special attacks that become available when a target is negated his dodge bonuses to AC), and gain a +5 bonus on checks to disarm and feint attempts.

Harmonious Palm [Ki]

You restore a creature’s natural ki flow

Prerequisites: Ki Channeling, Heal 8 ranks.

Benefit: As a standard action, you can touch a creature affected by the effects of the Incapacitating Attack, Crippling Attack or Lethal attack feats, or equivalent effects from other sources (such as magical fear, natural poison or a wounding weapon). Make a Heal check with the same save DC as the original condition; if you are successful, you spend 1 use of ki to restore your target’s inner harmony and dispel the effect. This is a supernatural ability.

Improved Damage [Ki]

Your attacks are more devastating.

Prerequisites: Ki Channeling, Furious Attacks, Incapacitating Attack, Improved Unarmed Strike or Weapon Focus (see text), Wis 13+ or Cha 15+

Equipment: Choose one type of weapon. This type of weapon must benefit from the Incapacitating Attack feat. When choosing this feat, that weapon’s damage die is increased by one die as if it had grown one size category larger. This improved damage is only active when the weapon is in your hands. Should another character grab your weapon, he uses the normal damage dice he would use for that weapon.

Special: You may choose this feat more than once. Each time, it applies to a different type of weapon or increases the damage of a weapon already benefiting from this feat by an additional size category. A weapon can have a maximum damage of 2d10. This is a permanent ki ability; you must sacrifice two of your ki uses per day each time you gain this feat.

Improved Elemental Srike [Ki]

You have molded your attack’s ki to mimic elemental energy.

Prerequisites: Ki Channeling, Elemental Strike, Incapacitating Attack (any), Improved Unarmed Strike or Weapon Focus (see text), Wis 13+.

Benefit: Choose one of the following energy types: cold, fire, force, or electricity; this must be the same energy type of a previous Elemental Strike feat. Also choose a specific weapon that can receive the benefit of the Incapacitating Attack feat. Upon learning this feat, the effect of the Elemental Strike feat becomes permanent for the chosen weapon, and you can activate or deactivate it at will. Upon confirming a critical hit with the chosen weapon, you can use a ki use to create an elemental burst that deals +1d10 points of the chosen energy damage. This is a supernatural ability.

Special: You can choose this feat more than once. Each time you can select one of the other energy types or another specific weapon as long as you have the Elemental Strike feat covering those choices already. This is a permanent ki ability; you must sacrifice one of your ki uses per day when gaining this feat. If you lose the weapon benefiting from this feat, you can reattune yourself to a new weapon of the same type by spending 200 XP and a week of meditation.

Improved Special Technique [Ki]

You have deepened your mastery of your magical weapon techniques.

Prerequisites: Ki Channeling, Ki Weapon (any two), Weapon Focus, Weapon Technique, Knowledge (arcana) 5 ranks, Wis or Cha 13+.

Benefit: This feat works in two different ways. As the first option, you can spend one standard action to infuse the weapon that benefits from the Special Technique feat so that its magical ability lasts for a number of rounds equal to 1+ your Wisdom or Charisma modifier, whichever is higher, instead of a single attack. While the weapon is imbued, you cannot use other Special Technique abilities upon it, but you may cancel the ki infusion at any moment as a free action. As the second option, you can grant the weapon that benefits from the Special Technique feat any number of magical qualities from multiple Special Technique instances (even if they apply to different weapons) as part of an attack action and for that attack only. Using either of these options requires you to spend 1 use of ki. This is a supernatural ability.

Incapacitating Attack [Ki]

You can disrupt the flow of ki in your target by channeling your own ki through a favored attack.

Prerequisites: Ki Channeling, Improved Unarmed Strike or Weapon Focus (see text).

Benefit: Choose a weapon for which you have the Weapon Focus feat for (or Improved Unarmed Strike in the case of unarmed attacks), you can perform a special ki attack with this type of weapon by spending one daily use of ki. There are many types of incapacitating attacks with different effects. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Incapacitating Attack forces a foe damaged by your attack to make a saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. This saving throw depends on the effect chosen. A defender who fails this saving throw suffers the chosen effect by its described duration. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits are immune to these attacks. You can only use one Incapacitating Attack in a single turn.

The different Incapacitating Attack effects are:

Stunning: A defender who fails a Fortitude saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. This feat replaces the Stunning Fist feat.

Blinding: A defender who fails a Fortitude saving throw is rendered either blind or deaf (your choice) for 1d4 rounds. A blinded character takes a –2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. A deafened character takes a –4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components.

Dazing: A defender who fails a Fortitude saving throw is dazed for a number of rounds equal to your Wisdom modifier. A dazed creature can take no actions, but has no penalty to AC.

Intimidating: A defender who fails a Will saving throw is shaken for 1d4 rounds. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Draining: A defender who fails a Fortitude saving throw is fatigued for a number of rounds equal to your Wisdom modifier. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.

Special: You can select this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon or a different effect.

Inner Vitality [Ki]

Your inner energy can be seen through your body.

Prerequisites: Ki Channeling, Endurance.

Benefit: You gain a number of bonus hit points equal to your level. Every time you gain a new level, you gain +1 hit point as if you had a high Constitution score.

Special: This is a permanent ki ability; you must sacrifice one of your ki uses per day when gaining this feat.

Inner Potential [Ki]

Your inner energy grants you focus to exalt your spirit.

Prerequisites: Ki Channeling, Skill Focus (any) or any feat that grants a +2 bonus to two types of skill checks (such as Magical Aptitude or Alertness).

Benefit: You gain a number of bonus skill points equal to your level. Every time you gain a new level, you gain +1 skill point as if you had a high Intelligence score.

Special: This is a permanent ki ability; you must sacrifice one of your ki uses per day when gaining this feat. You receive this feat’s bonus skill point in addition to the bonus skill point human characters receive at every level.

Impossible Movement [Ki]

Your supernatural speed can take you across any surface

Prerequisites: Ki Channeling, Burst of Movement, Balance 8 ranks, Climb 5 ranks, Tumble 5 ranks, Dex 19+.

Benefit: You can use the Burst of Movement feat to move normally across any surface as if it was regular and safe terrain, including along walls and ceilings, across fragile, yielding or narrow surfaces (such as thin ice, water, ropes and catwalks), through difficult terrain (like swamps or snow) and even through more unusual surfaces (like running over the heads of a tightly packed crowd, across a thick forest canopy or over stampeding cattle). You cannot move through air, so you must still make Jump checks to cover open spaces. You can move across damaging surfaces like pools of acid or lava, but you take normal damage when doing so. You must end your movement in a safe surface; if you cannot, all normal conditions apply at the end of your movement and before any other action; the only exception is a full-move or run action, where the conditions apply at the beginning of your next turn unless you use Burst of Movement again. This is a supernatural ability.

Special: This is a permanent ki ability; you must sacrifice three of your ki uses per day when you gain this feat.

Ki Body [Ki]

You can push your body’s capacity by ways of your inner energy.

Prerequisites: Ki Channeling, Inner Vitality, Con 13+.

Benefit: By spending 1 use of ki as a free action, you increase one of your physical abilities (Str, Dex, Con) by an amount equal to half the number of Ki feats you have learned (round up). This increase lasts for a number of rounds equal to 1 + your Con modifier. You may not increase more than one physical ability score with this feat at the same time (but you may use Ki Spirit).

Ki Magic [Ki]

You develop a special ki power

Prerequisites: Ki Channeling, Inner Potential, Inner Spirit, Spellcraft 5 ranks, Knowledge (arcana) 5 ranks, Wis 15+.

Benefit: You can make an existing into a spell-like ability that you can use as a ki power. Choose a spell from any spell list; the spell can only be of 3rd level or lower, taking into account the highest spell level of the listed spell (for example, produce flame is a 1st level spell for druids, but a 2nd level spell of the Fire domain, thus it is considered a 2nd level spell for the purposes of this feat). You cannot select a spell that creates matter or summons creatures, one with an area effect, any spell from the Divination school or one with an expensive casting cost (in gold, exotic items or XP). Use all the characteristics of the spell; your caster level is considered to be half your character level plus your Wisdom modifier, use the normal saving throw DC for a Ki feat (with Wisdom as the key ability) and forego the need for any mundane material component. The cost to activate this spell is a number of ki uses equal to the original spell’s level +1. The GM is the final arbiter on whether you can make a spell into an ability or not. This is a spell-like ability.

Special: You can select this feat more than once; each time it applies to a different spell. You can apply Metamagic feats to this spell-like ability if you have the Ki Metamagic spell, but you must already know the metamagic feat in question.

Ki Metamagic [Ki, Metamagic]

You can use your inner energy to bolster your magical aptitude.

Prerequisites: Ki Channeling, any metamagic feat, Cha 13+.

Benefit: You can replace the additional spell levels required by metamagic feats at a rate of 1 level for 1 ki use. This substitution happens at the same time that you apply the metamagic feat, either for a prepared spell as a metamagic version or casting a spontaneous metamagic spell.

Ki Spirit [Ki]

You can push your soul’s capacity by ways of your inner energy.

Prerequisites: Ki Channeling, Inner Potential, Cha 13+.

Benefit: By spending 1 use of ki as a free action, you increase one of your mental abilities (Int, Wis, Cha) by an amount equal to half the number of Ki feats you have learned (round up). This increase lasts for a number of rounds equal to 1 + your Cha modifier. You may not increase more than one mental ability score with this feat at the same time (but you may use Ki Body).

Ki Strike [Ki]

Your attacks with a favored mode of combat are a channel for your inner strength.

Prerequisites: Ki Channeling, Incapacitating Attack, Improved Unarmed Strike or Weapon Focus (see text), Wis 13+.

Benefit: Your attacks with all the attack forms that can use the Incapacitating Attack feat are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki Strike improves with the character’s total level. At 10th level, your chosen attack forms are also treated as aligned weapons (lawful or chaotic, depending on your alignment) for the purpose of dealing damage to creatures with damage reduction. At 16th level, your chosen attack forms are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. This is a supernatural ability.

Special: This is a permanent ki ability; you must sacrifice one of your ki uses per day when gaining this feat. This is the same as the monk’s ki strike class feature.

Knockback [Ki]

You translate your ki into concussive force to knock a foe off his feet.

Prerequisites: Ki Channeling, Power Attack, Improved Bull Rush, Str 15+

Benefit: You can spend 1 use of ki to knock your target away with your attack. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Knockback forces a foe damaged by your attack to make a Reflex saving throw at your normal ki ability save DC in addition to dealing damage normally. Failure means your target is knocked back 5 feet per your Strength modifier. After you secure a successful hit but before the target makes his saving throw, you can spend additional ki uses to add +5 feet to the distance per use of ki (up to the maximum number of ki uses you can spend in a single round, including spending you have already done in that round). If your target’s save fails by 5 or more, he falls prone in addition to being pushed back.

Special: The effect of Knockback applies to your next extra attack granted by the Cleave and Greater Cleave feats if you kill or disable your original target. You can apply this ability towards a Whirlwind Attack, but each target after the first gains a cumulative +2 to his saving throw. If you can stay under your maximum number of ki uses per round, you can combine Knockback with the area effect of Greater Elemental Strike by spending a use of ki in addition to those required by both feats, and the same Reflex save affects both abilities.

Lethal Attack [Ki]

A favored attack channels your ki in a corrosive and deadly form.

Prerequisites: Ki Channeling, Improved Unarmed Strike or Weapon Focus (see text), Incapacitating Attack (any), Crippling Attack (any), base attack bonus +11.

Benefit: Choose a weapon. This type of weapon must benefit from the Incapacitating Attack and Crippling Attack feats. You can perform a special ki attack with this type of weapon by spending two daily uses of ki. There are many types of lethal attacks with different effects. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). With a couple of exceptions, Lethal Attack forces a foe damaged by your attack to make a saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. This saving throw depends on the effect chosen. A defender who fails this saving throw suffers the chosen effect by its described duration. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits are immune to these attacks. You can only use one Crippling Attack, one Incapacitating Attack or one Lethal Attack in a single turn.

The different Lethal Attack effects are spell-like abilities, and they are:

Poisonous: A defender who fails a Fortitude saving throw is infused with a dose of corrosive ki, suffering 1d4+your Wisdom modifier points of Constitution or Wisdom damage (your choice upon declaring you are using this feat).

Paralyzing: A defender who fails a Will saving throw has his ki frozen for a number of rounds equal to 1+your Wis modifier, effectively paralyzing him. A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

Killing: This attack floods the defender with a torrent of malignant ki, stopping his heart and potentially killing him. Instead of dealing normal damage, roll a number of d6 equal to half your character level and, if the result is equal or higher than your target’s remaining hit points, he must make a Fortitude saving throw. If he is successful, his body has adapted to the ki flow and you may not attempt another killing attack for 24 hours on him again. If he fails, his heart stops and he is reduced to -1 hit points immediately.

Wounding: Your attack is charged with ki that disrupts your foe’s ability to heal himself. If your attack deals damage, your target continues to suffer damage equal to your Wisdom modifier each round until he reaches 0 hit points, or is healed by magic or a supernatural or spell-like ability, which restores his natural flow of ki. Creatures with the regeneration or fast healing abilities must make a Fortitude saving throw; if they fail, their natural healing stops working for a number of rounds equal to 1d4+your Wis modifier.

Terrifying: A defender who fails a Will saving throw is panicked for 1 round. A panicked creature must drop anything it holds and flee at top speed from you, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks.

Powerful Ki [Ki]

Your ki abilities are harder to resist.

Prerequisites: Ki Channeling.

Benefit: You gain a +2 bonus to the save DC of your ki abilities.

Normal: The save DC of offensive ki abilities is 10 + half the character’s level + feat’s key ability modifier (usually Wisdom).

Special Technique [Ki]

This technique teaches you to imbue your weapon with a special property.

Prerequisites: Ki Channeling, Weapon Focus, Weapon Technique, Knowledge (arcana) 5 ranks, Wis or Cha 13+.

Benefit: Choose one weapon that benefits from the Weapon Focus and Weapon Technique feats. By spending 1 ki use as part of an attack action, the chosen weapon gains a magical quality for that attack only. Upon learning this feat you must choose a magic weapon ability from the following list:

 Anarchic, axiomatic, bane (choose creature type), disruption, distance (ranged weapons only), ghost touch, holy, merciful, mighty cleaving, returning (only weapons that can be thrown, either naturally, magically or through a pre-existing feat), seeking (ranged weapons only), throwing (melee weapons only), unholy.

You may only grant one magical quality to a weapon at the same time. This is a supernatural ability.

Special: If a weapon does not have a technique that can be unlocked by the Weapon Technique feat, you need 10 ranks in Knowledge (arcana) to choose this feat instead of 5. You can choose this feat more than once. Each time you can select a different quality and/or a different weapon.

Weapon Technique [General]

You have unlocked the hidden potential in the use of a particular weapon.

Prerequisite: Proficiency with weapon.

Benefit: Some martial arts schools delve deeper into the use of certain weapons, granting their students to gain additional abilities when using the weapons beyond the extra attack and damage power of feats such as Weapon Focus and Weapon Specialization. The weapons that have a special technique available for unlocking are described in the Equipment chapter.

Special: When adapting weapons from other sources, use the following rule of thumb: if taking the Exotic Weapon Proficiency for a weapon allows a character to expand his use of a weapon he is already proficient with, that ability is available for unlocking by Weapon Technique. A fighter may select Weapon Technique  as one of his fighter bonus feats.

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Art and story © 2002-2008 Alejandro Melchor. Nahast Campaign Setting and Product Identity © 2002-2008 Proyecto Nahast
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