The following feats are associated with membership in various druidic sects, monastic schools, and other organizations which offer specialized training or access to mysteries which unlock new arcane, divine, or martial techniques for their initiates.
Agile Flames [General]
Your connection to elemental fire makes you faster and more dexterous.
Prerequisites: Dodge, Blistering Heat, Stunning Fist.
Benefit: When you expend a daily use of Stunning Fist to activate your Blistering Heat power, you gain a +2 bonus to your Dexterity for the duration of the effect. Additionally, your base speed improves by 10 feet.
Axiological Guru [General]
Your advanced study of good-aligned magic makes you a conduit for the forces of good.
Prerequisite: Planar Axiologist, Knowledge (the planes) 7 ranks, Speak Language (Celestial), good alignment.
Benefit: You gain a +1 bonus to your caster level when you cast spells with the [Good] descriptor. You gain a +2 bonus on Charisma-based checks to interact with creatures with the Good subtype.
Barrister Training [General]
You have undergone formal training in the law, learning how to interpret legal codices, file motions and argue a case before a judge.
Prerequisite: Int 13+
Benefit: Add Knowledge (local) to your list of class skills. Additionally, you gain a +3 bonus to opposed Diplomacy checks used during negotiations or pleadings before a third party.
Blight Warden [General]
You are an initiate in the inner mysteries of the Blight Wardens druidic sect. Your training gives you insight and protection when dealing with diseases.
Prerequisites: Able to spontaneously cast summon nature’s ally spells, Heal 7 ranks.
Benefit: You are immune to mundane disease, and receive a +2 bonus to saves against supernatural diseases. In addition, your training in the sectarian mysteries provides a +2 bonus to Heal checks made to treat disease.
Blinding Strike [General]
In a flash of light, your ki strikes your foes blind.
Prerequisites: Ki strike (magic), Stunning Fist
Benefit: You must declare that you are using this feat before you make your attack roll. A missed attack ruins the attempt. If the attack succeeds, your foe takes damage as normal and must succeed on a Fortitude save (DC 10 + ½ your level + your Wis modifier) or be blinded for 1d6 rounds. Each use of this feat consumes one daily use of your Stunning Fist feat.
Blistering Heat [General]
Your unarmed strikes are touched with the power of elemental fire.
Prerequisites: Ki strike (magic), Stunning Fist, ability to cast spells with the fire descriptor.
Benefit: You can expend a daily use of your Stunning Fist feat to deal 1d6 extra points of damage with your unarmed strikes. The extra damage is fire-based, and the effect lasts for 1 full round.
Special: You can sacrifice a spell with the fire descriptor to gain additional extra dice of damage. Every spell level sacrificed yields 1d6 fire damage. For example, sacrificing a prepared flame blade (a 2nd-level druid spell) would yield +2d6 damage in addition to the +1d6 damage provided by the activation of the feat.
You know how to squeeze the fight out of your opponent in a grapple.
Prerequisites: Str 15, Improved Unarmed Strike, Improved Grapple, Power Attack
Benefit: If you pin your opponent while grappling, you deal 2 points of Strength damage for every round that you maintain the pin.
Crushing Fist [General]
You are trained to go for the kill when presented with a surprised or stunned opponent.
Prerequisites: Ringing Bell Strike, Stunning Fist
Benefit: You can expend a daily use of your Stunning Fist feat to deal an extra 2d6 damage with your unarmed strikes to opponents denied their Dexterity bonus to AC. The effect lasts until the start of your next turn. Creatures that are immune to stunning effects are not vulnerable to this extra damage.
Dancing Shadows [General]
Your connection to the divine manifests itself as a cloak of shadows that shrouds you from your foes.
Prerequisites: Turn undead ability, able to cast spells from the Sun domain
Benefit: You can expend a daily use of your turn undead ability to cloak yourself in supernatural darkness, granting you partial concealment. The protection lasts for a number of rounds equal to your Charisma modifier (minimum 1).
Doyen of Evil [General]
Dedicated study on the nature of black magic has corrupted you and given you mastery of your own dark powers.
Prerequisite: Ponerologist, Knowledge (the planes) 7 ranks, Speak Language (Abyssal or Infernal), evil alignment.
Benefit: You gain a +1 bonus to your caster level when you cast spells with the [Evil] descriptor. You gain a +2 bonus on Charisma-based checks to interact with creatures with the Evil subtype.
Elemental Scholar [General]
Your study into the nature of elemental spirits has made you something of an authority on matters relating to the Spirit World and the planes beyond it. Your knowledge grants you a measure of protection against the abilities of elemental beings.
Benefit: Add Knowledge (the planes) to your list of class skills. Additionally, you gain a +2 bonus to your saving throw bonuses against the extraordinary, spell-like, and supernatural abilities of elementals and outsiders with the Air, Earth, Fire, and Water subtypes.
As an initiated member of the Cleansing Flame sect of druidism, you have gained improved control over fire-based magic.
Prerequisites: Able to spontaneously cast summon nature’s ally spells, Spellcraft 5 ranks.
Benefit: When you cast spells with the fire descriptor, your training in the inner secrets of Cleaning Flame druidism grants you a +1 bonus to caster level for determining level-dependent spell variables (such as damage or range) or for caster level checks only. You gain resistance to fire 5.
Fist of Order [General]
You can imbue your unarmed strikes with the power of law, dealing extra damage to chaotic creatures.
Prerequisites: Ki strike (lawful), Stunning Fist
Benefit: Against a chaotic opponent, you can expend a daily use of your Stunning Fist feat to gain a bonus to attack and damage equal to your Wisdom modifier. You must declare that you are using this feat before you make your attack roll (a failed attack ruins the attempt). Creatures immune to stunning effects are still vulnerable to this extra damage.
Glade Guard [General]
You have been entrusted with the secrets of the Preservers of the Glades druidic sect, making you a friend to plants.
Prerequisites: Able to spontaneously cast summon nature’s ally spells, wild empathy class feature.
Benefit: You can use body language, vocalizations, and demeanor to improve the attitude of plant creatures with Intelligence scores of 1 or 2 (such as a phantom fungus or a tendriculos) by means of the wild empathy class feature, with a -4 penalty on the check. This ability functions like a Diplomacy check to improve the attitude of a person. A typical plant creature has a starting attitude of indifferent. Mindless plants are treated as having an Intelligence score of 1 or 2 for this ability, but at a -8 penalty on the check. You also gain a +4 bonus to Charisma-based checks made to influence plant creatures with an Intelligence score greater than 2.
Ignescent Strike [General]
Your unarmed strike burns like the sun.
Prerequisites: Ability to turn undead, Blinding Strike, ability to cast spells from the Sun domain.
Benefit: You must declare that you are using this feat before you make your attack roll. A missed attack spoils the attempt. By expending a daily use each of your turn undead ability and Stunning Fist feat, you infuse the radiance of the sun into your unarmed strike. A successful attack deals your normal unarmed strike damage, but all damage dealt is fire energy.
Manticore Tail [General]
Your training in the Manticore Spike style of martial arts has taught you an unusual way to use a spear.
Prerequisites: Base Attack Bonus +4, Weapon Focus (spear), proficient with the dart, javelin, shortspear, and spear, flurry of blows ability.
Benefit: You gain the ability to use the dart, javelin, shortspear, and spear as monk weapons. You also gain proficiency with the longspear, and can likewise treat it as a special monk weapon.
Master of Elemental Lore [General]
Your advanced study of elemental spirits and their magic grants you greater power over elemental forces and teaches you how to gain the respect of elemental beings.
Prerequisite: Elemental Scholar, Knowledge (the planes) 7 ranks, Speak Language (Auran, Aquan, Ignan, or Terran).
Benefit: Choose an element (air, earth, fire or water). You gain a +1 bonus to your caster level when you cast spells with your chosen element’s descriptor. You gain a +2 bonus on Charisma-based checks to interact with creatures with the subtype matching your chosen element.
Planar Axiologist [General]
Your studies into the moral components of magic have earned you knowledge of the outer planes of existence. You are an expert on the habits of creatures which personify the essence of good, and enjoy a basic connection to their energy.
Benefit: Add Knowledge (the planes) to your list of class skills. When you use Knowledge (the planes) on topics concerned with outsiders with the Good subtype, you gain a +2 bonus on the skill check.
Plunging Shot [General]
You are adept at firing or throwing ranged weapons at targets below your elevation. Gravity helps you deal more damage.
Prerequisites: Point Blank Shot
Benefit: Anytime your altitude exceeds that of your target, add bonus damage to the total inflicted by a successful ranged attack. In the case of a critical hit, the bonus damage is not multiplied. See the table below for bonus damage.
|Weapon Size||Bonus Damage|
Special: A fighter may select Plunging Shot as one of his fighter bonus feats.
Your inquiries into the basis for evil’s function as a magical force have granted you access to cosmological knowledge.
Benefit: Add Knowledge (the planes) to your list of class skills. When you use Knowledge (the planes) on topics concerned with outsiders with the Evil subtype, you gain a +2 skill bonus on the check.
Pulse of Life [General]
Your training in the secrets of the Jade Palm style of unarmed combat has granted you the ability to send a throb of positive energy into the undead bodies of your foes, disrupting their unnatural hold on life.
Prerequisites: Ability to turn undead, ki strike (magic), Stunning Fist
Benefit: As a free action, spend one of your daily uses of turn undead to add 2d6 points of damage to your successful unarmed melee attacks against undead until the end of the current round. If you threaten a critical hit, you can spend a daily use of your stunning fist ability to bypass your opponent’s usual immunity to critical hits, and attempt to confirm the critical as normal.
Ringing Bell Strike [General]
Your stunning attack leaves your opponents wide open to a follow-up strike.
Prerequisites: Flurry of blows ability, Stunning Fist
Benefit: When an opponent fails its save against your Stunning Fist attack, you immediately gain an extra melee attack against the same opponent at your highest base attack bonus.
Smite Aberration [General]
Meditation upon the mysteries of the Jade Palm unarmed style confers upon you the ability to serve as a conduit for the purity of the Earth Mother, blistering your aberration foes with her power.
Prerequisites: Improved Unarmed Strike, Stunning Fist
Benefit: When you make a stunning attack with the Stunning Fist feat, Smite Aberration forces a foe with the aberration type to make a Fortitude saving throw (DC 10 + ½ your level + your Wis modifier) in addition to dealing damage normally. A defender who fails this saving throw suffers a -6 penalty to Dexterity for 1 minute, in addition to the normal effects of the Stunning Fist feat.
Spirit Strike [General]
Through discipline and meditation on the nature of the cosmos, you have learned to reach across the veil separating the mortal world from the Spirit World.
Prerequisites: Improved Unarmed Strike, Stunning Fist, 5 ranks Concentration, in 5 ranks in Knowledge (nature), ki strike (magic)
Benefit: By spending a daily use of your stunning fist ability you grant your unarmed attacks the power to strike incorporeal and ethereal foes as if you were using a ghost touch weapon. When you are under the effect of a blink spell, your natural weapons and unarmed strikes do not suffer a miss chance against foes on the Material Plane.
Whirling Chain [General]
Through your monastery’s training regimen, you have learned to employ an unusual monk weapon: the spiked chain.
Prerequisites: Exotic Weapon Proficiency: Spiked Chain, Weapon Focus: Spiked Chain, flurry of blows class ability.
Benefit: You can wield a spiked chain as a special monk weapon.