Divine magic has never been wielded in this world. There have been no Clerics, Druids, Inquisitors, Oracles, or Paladins and any Rangers have been without magic.
The World was once ruled by the Great Emperor. His actions guided by the wisdom of his powerful Wizards(of the five elements) and his realm and people defended by his unwavering Samurai servants. That was until recently.
Nobody is exactly sure where the greylings came from but it is clear that they took the Empire by complete surprise. The first attack was on the capital itself. The greylings reaped terrible destruction on the population of the capital and the retainers of the Emperor. The Emperor and his closest advisors were destroyed and very few managed to flee the capital, most of the prominent samurai families being equally devastated. Within a few days, the color of the Imperial Capital was drained to a stark grey. People now call it the Forbidden City.
Recently, a powerful Samsaran monk has reclaimed the capital with an army of Sohei Warriors and Terri-Cotta soldiers recovered from an ancient imperial tomb. This monk has named themselves Shogun and called on the numerous monasteries to send acolytes to aid in the defence and reclaiming of the Empire.
The Capital city is divided into 12 districts. Four inner districts and eight outer districts.
Generating Ability Score:
Roll 2d6+6 for each ability, then change one of the scores into an 18 or two scores into 16's(one of which must be a physical stat and one of which must be a mental stat). When characters gain stat ups(4th,8th,12th,etc), they gain +1 to a physical and a mental stat.
Starting Gear
You receive both the Monk Kit and the Kit from your other class as well as 5d4 gp.
Your monestary will also give you one sacred item (to be chosen by the GM).
Character Class Options
Each character receives the monk class option and either +1 hp, +1 skill point, or their other class option. This decision is fixed and cannot be changed at future levels.
Tenets of Orders (The Alignment Issue)
Rather than focus on alignment(which has restricted options for monks), I would like to focus on codes of conduct and personal ethics. To do this each monk must provide three tenets as their code. Following this code is what allows the monk to maintain the discipline necessary for their abilities.
Other
Three additional optional systems will be available for characters; Awakenings, Chakra, and Investiture.
A number of different races exist in this world
Core Races
The Ancient Empire was a collection of different kingdoms populated by the five races. These race lived and worked together in imperfect harmony. A few kingdoms consisted primarily of one race but several kingdoms were truly multicultural.
Dwarf
Elf
Gnome
Halfling
Human
Bloodline Races
The bloodline races are not true independent species. They are actually manifestations of ancient planar heritage from primordial times. Occassionally, a child of one the core imperial races will exhibit an elemental nature. This elemental nature overwrites the racial traits of the child and although they are born of one race, the only thing they inherit from it is their basic physical form. (Bloodline races gain the size of their parent race but not any other traits.)
Ifrit
Oread
Sylph
Undine
Sulis
Beast Races
The Beast Races, as they are commonly referred to by the people of the Empire, consist of all the enlightened races that were not part of the Empire. The relationship between them and the peoples of the Empire varies greatly. Tengus are highly regarded for the wisdom and martial prowess of their sages, as are the Nagaji to a lesser degree, Nezumi seen as useful merchants and tinkers, while hobgoblins are viewed as a dangerous enemy to the Empire. Strix and Vanara are regarded more as pests than societies and the Khajiit are viewed with great suspicion.
Khajiit (Catfolk)
Hobgoblins (Boarfolk)
Kobold (Lizardfolk)
Nagaji (Snakefolk)
Nezumi (Ratfolk)
Strix (Owlfolk)
Tengus (Ravenfolk)
Vanara (Monkeyfolk)
Enlightened
Samsarans
All heroic PC are gesalt-classes. One half must be Monk or Ninja Class. The second half has a limited selection.
Choose one Ki based classFrom Advanced Player's GuideDrunken Master Ultimate CombatFlowing Monk Ultimate MagicQinggong Advanced Race GuideGray Disciple(Dwarf) Advanced Class GuideKata Master Other ClassesNinja |
Choose one Secondary ClassPathfinder Classes
Path of War Classes
Psionic Classes
|
A'Rk'T'Chk Ratfolk Sensei(monk)/Ancestor Oracle
Catfolk Nimble Guardian(monk)/Cat Burglar(rogue)
Monkeyfolk Flowing Monk/Wood Wizard
Player Characters |
Monasteries |
Awakenings
Awakening are the hard truths you must accept to achieve oneness with the universal consciousness and self-actualization. This new subsystem introduces a path for characters to take to achieve enlightenment. In short: an “awakening” is a step towards reaching enlightenment. Characters take “awakenings”, which start out as vulnerabilities and evolve into powerful benefits when a certain roleplaying requirement has been meet (called “realizing” the awakening). If you complete enough of these awakenings, they all get elevated to more powerful “enlightenments”.
Mechanically, awakenings are not “feats” though they share some similarities. A character may simply chose to take an awakening whenever they’d like but must “realize” an awakening before taking another. A character may take their first 2 awakenings for free but must take the Extra Awakening feat to gain more than 2 awakenings. A character must be exposed to the central concept of an awakening prior to taking it. When you take an awakening, you only get the effect of the awakening’s “learning” description. Once you take an awakening, it takes you 1 week to achieve realization.
At the end of each day where you dwelt on the central concept in meditation for at least 1 hour you may make an Intelligence or Wisdom check DC 15, +1 for each awakening you have already realized, to reduce the remaining time by 1 day. If a character with an unrealized awakening gains a level they automatically realize the awakening (if dramatically appropriate to do so).
A character can also “spontaneously” realize an awakening if something in the game leads them to understanding it.
This should be the result of much introspection and self-learning. Spontaneously realizations are at the discretion of the GM.
A character with 5 realized awakenings has achieved “enlightenment”. Characters who are enlightened gain the enlightenment benefit of all awakenings they have. An enlightened character who takes an awakening after reaching enlightenment has that awakening automatically realized/enlightened.
Ideally, characters achieving their realized awakenings are events that are significant to your campaigns plot. If this isn’t in the cards or would otherwise inhibit the enjoyment of a player (as is the case with characters built at higher levels, games that don’t last for multiple sessions, or players that were unable to attend your game for a period of time), the typical assumptions are:
- By about 5th levels a character may have realized their initial 2 awakenings.
- By about 8th levels a character they’ve probably realized at least one or two other if they have taken feats for them.
- Enlightened characters, though we’d encourage you not to begin play enlightened, typically fall around 10th-12th level.
Extra Awakening [Feat]
You open your mind to new possibilities, esoteric thoughts, and hard cosmic truths.
Prerequisites: 2 realized awakenings, you cannot have any awakening that has not been yet been realized.
Benefit: You can take an additional awakening after the normal 2. In addition, you gain a +1 insight bonus on the daily checks to reduce the time it takes to realize an awakening, this bonus stacks with itself.
Special: You may take this multiple times. Each time it applies to a new awakening. Monks may select this as a monk bonus feat.
Awakenings
Loss of Self Identity
Description: Ego is all that separates a man from the universe, the thin line that allows one to tell where one begins and everything else begins. Through a course of radical denial of self, one may learn to deny their ego, removing the distinction between self and non-self.
Learning: You may not refer to yourself as an individual or by a name. Creatures may cast spells with a range of “touch” against you so long as they are within 30 feet of you.
Realization: You may cast spells with a range of “personal” against any creature so long as they are within 30 feet of you. In addition, you may be affected by spells allies cast with the range of personal so long as they are within 30 feet of you. In both instances line of sight is required (if it was normally).
Enlightenment: You may cast spells with a range of “personal” against any creature so long as they are within 1 mile of you. In addition, you may be affected by spells allies cast with the range of personal so long as they are within 1 miles of you. In both instances line of sight is required (if it was normally).
"When I let go of what I am, I become what I might be."
Lao Tzu
Ethical Dissonance
Description: Laws and ethics are a result of the social contract and you seek a deeper, universal, understanding of how the universe functions rather than cloud your perception with the biases of small things that exist within the universe itself. You ascend past the need for morals or legalities- understanding that you are not unlike an ant trying to comprehend the rice production schedule of a kingdom you’ve never visited.
Learning: You must affect a dispassionate, introspective, almost nihilistic, zen-like approach to life. This is almost a hyper-neutral stance, though you may still have wants, needs, and objectives. In addition, you qualify as being of all alignments but can never benefit from any alignment based effect. You can, however, be targeted by your alignment if it would be detrimental- you immediately adopt that alignment for that ill effect. This is ultimately at the discretion of the GM. You also register as if you had no alignment if someone attempts to discern your alignment. If using the philosophy subsystem, use the worse philosophy for a given situation.
Realization: You may freely choose your alignment when targeted by any alignment based effect. This supersedes the restrictions imposed upon you by the learning effect.
If using the philosophy subsystem you may chose your philosophy on a case by case basis.
Enlightenment: When using an ability whose effect is dependent on the alignment of the target (or has a variable effect based on their alignment) you may decide what alignment the target counts as the purpose of your effect. This even allows you to ascribe alignments to things that do not have alignments (like objects or ideas).
This does not actually change the target’s alignment.
"Silence is a source of great strength."
Lao Tzu
Inner Acceptance
Description: Barriers like race, religion, politics, ethnicity, gender, and age are barriers we hide behind to elevate our egos: we are all disembodied sentience driving a meat-suit. What we are on the outside matters nothing to who we are on the inside or the intent of our actions. By removing those barriers you can reach a more harmonious state with the universe.
Learning: You may not refer to yourself as and specific race, age, or gender. You are “you”. You may chose to adopt a neutral pronoun (“this one”, “I”, etc) or decide to randomly change it on a regular basis. Likewise, when you refer to your race you may either use an all-encompassing one (“creature”, “mortal”, etc) or randomly change. For age you can refer to yourself as “without age” or just continue to change your age.
Furthermore you may not benefit from anything related to your lineage; you can’t fly any banners of your family, wear a coat of arms, get a stipend from your family, rely on your family or race’s reputation, etc.
You may not benefit from anything that uses your race, age, or gender as a prerequisite, though you may still receive penalties for them (example: If you are/were an elf- an elf bane sword would still deal extra damage to you but a gate to an elven crypt that would open only for an elf would not). This includes feats. If you qualified for racial feats before this- do not retrain them. They are simply suppressed until you realize this awakening.
Realization: You count as all races, all age categories, and all genders. You may freely choose these on a case by case basis. This supersedes the restrictions imposed upon you by the learning effect. This does not allow you to count as a specific creature (You couldn’t count as “Orgen Darktusk, Sorceror of the Veil” for the purpose of opening his chamber).
For example: You could wield a sword only humans could wield while using a feat only orcs could use, equip a necklace that curses humans (without any ill effect), and at the same time elect to not count as an orc when an enemy ranger with “favored enemy: orcs” attacks you.
Enlightenment: As a swift action you may change your physical race, gender, and/or age. This functions like alter self . This is a mundane effect and, unlike the spell, actually changes your race so things like true seeing would still treat you like you were actually that race/gender/age. Your realization benefit still applies and you technically count as all race/age categories/and genders.
"Great acts are made up of small deeds."
Lao Tzu
Disingenuous World
Description: “Just as when the dirt is removed, the real substance is made manifest; just as when the darkness of the night is dispelled, the objects that were shrouded by the darkness are clearly seen, when ignorance is dispelled, truth is realized.” -Vashistha, Yoga Vasistha
Learning: You can be disbelieved as if you were an illusion. The first time you interact with a creature in a stressful situation (a battle, an appropriately dramatic skill check, etc) a creature may attempt to disbelieve you. If disbelieved (DC 10 + 1/2 your character level + your highest ability score modifier) you and any effects you have target the creature who successfully disbelieved you have a 50% miss chance for 1 + 1d4 rounds. You may only be disbelieved once per day by a given creature (successful or not). Disbelieving can be done as a free action.
Realization: You can attempt to disbelieve creatures (and effect associated with them) as if they were illusions as a free action. If disbelieved (DC 10 + 1/2 their HD + Wisdom modifier) the creature and any effects originating from them have a 50% miss chance for 1 + 1d4 rounds. You may only disbelieve a given creature once per day.
Enlightenment: You are the only real thing in your perception of reality, thus you can no longer be disbelieved. This means creatures with this enlightenment cannot disbelieve each other.
Freedom from Desire
Description: Physical trappings are nothing but chains that shackle your soul- binding it to our world of needs and wants.
Learning: You shun physical desires, overt wants (rather than needs), and direct ownership of things.
You can only equip items whose base item’s cost does not exceed 500 gp. Price increases due to magical enchantments, masterwork, it being a wondrous item (etc) are not taken into account (You could have a +5 greatsword or a cloak of the bat because a greatswords and cloaks generally costs less than 500 gp but not a spyglass because that costs 1,000 gp).
Realization: Once per round you may make a Will save against a single mind-affecting effect that you are currently suffering from, even if you’ve already attempted the save provided by that effect. If you succeed then the effect ends, if you fail you cannot make the save provided by this ability against that effect for another 1d4+1 rounds. In addition, you may discard cursed items, removing their associated penalty, as if they were normal items.
Enlightenment: You are immune to mind affecting effects that you wish to be immune to.
"Man’s enemies are not demons, but human beings like himself."
Lao Tzu
Detachment
Description: Pain and pleasure are simply sensations- your physical form and do not need a mental reaction. You can walk on hot coals without feeling pain, shut out cold and hunger, and take a sword through the gut without feeling pain.
Learning: Your character is unconcerned with their physical state and are expected to make themselves uncomfortable whenever possible. You largely do not care about your hit points. In addition, you are not allowed to track your hit points, damage received, or health gained- formally or informally. The GM tracks your hit points privately. In addition, at the start of an encounter you gain or lose (determined privately and randomly) 1d4 hit points. Hit points lost in this fashion can not reduce the character below 1. A GM may inform the character of their overall well being (“badly hurt”, “fine”, etc) if asked.
Realization: You can grant yourself a number of temporary hit points equal to your Intelligence or Wisdom (whichever is higher) times your character level, for 1 round, as a swift action. Doing so requires a Intelligence or Wisdom check DC 15 + 1 for every successful one you’ve made in the last 24 hours. Resting for 8 hours resets this DC back to 15. You also gain the benefits of a constant, mundane, endure elements spell and you need only to eat 1/8th of what is typical for your character. Finally, if you have realized this awakening you are immune to pain effects.
Enlightenment: You gain a +1/2 your character level on rolls to grant yourself temporary hit points with the benefit of your realization of this awakening. In addition, you no longer need to eat. You may still choose to do so to gain a benefit.
Death is a Cycle
Description: Death is not bad and many moral systems and customs are based around that crux. You have accepted your limited presence in this form and embrace death as you see it as a greater joining with the universe.
Learning: You accept death, seeing no issue with it. It doesn’t appear as an evil act to your sensibilities, you are willing to accept death if it comes for you, and have no special attachment to your current mortal form. This does not mean you are suicidal or stupid, just that you accept that death is a natural part of the universe. You take a -4 penalty on all death effects and stabilization rolls. You can never be rendered immune to death effects or gain bonuses against such effects.
Realization: If killed, you may automatically reincarnate (as the spell) 1 day later. You appear in a safe location within 1 mile of you previous body. At will for the next 7 days, you can sense the presence of your remains as if using locate object as a spell-like ability. If you are killed during these 7 days, you remain dead and do not reincarnate. This does not function if you are slain by a death effect. If you have this realization, you cannot be raised from the dead or resurrected, though you can be reincarnated.
You come back with all your awakenings still realized though your personality, memories, and outlooks on life have changed. You are, in effect, a new character, born fresh with little to no emotional attachment to their previous life (though otherwise still adhering to the rules, drawbacks, and benefits of the reincarnate spell).
Enlightenment: You can add or subtract up to 20% from the result the d% roll for your reincarnation. Furthermore, you no longer have to wait the full 7 days to be able to reincarnate with your realization benefit again, the wait time is reduced to just 24 hours.
"The snow goose need not bathe to make itself white. Neither need you do anything but be yourself."
Lao Tzu
Panlocation
Description: Space, distance, and the relationship between points is an inconvenient hiccup that results from us having a limited third dimensional viewpoint on the universe. A two dimensional being sees reality as a slice of what we do and a higher dimensional being understands the relationship between objects in a wildly different way.
Learning: Unless otherwise stated, you always count as simultaneously occupying all spots within a 20 foot radius around your character (up and down as well). You can attack other creatures, interact with objects or any other action you would normally perform from any of those spaces. Conversely, other creatures can do the same to you at any space you can potentially occupy. You can not exist within spaces that you could not normally traverse (such as within or beyond walls) or in spaces that would cause damage (unless you willingly want to take the damage). Actions you take originate from a single single location, although multiple actions can resolve from different locations. When taking an action you solely exist in that location while taking it. You take 1.5x damage from attacks that hit multiple squares you occupy.
Realization: You can, as a swift action once per turn, determine yourself to be in only one location within that 20 feet.
Enlightenment: If you simultaneously occupying spots that would cause you to grant a flanking bonus with yourself, you do (even though you would not normally do so as you exist in 1 location at a time when taking an action).
"There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self."
Ernest Hemingway
Serendipity
Description: The universe is a thing of intent- not merely science and rules. The physical laws of the universe suit the greater intent of the universe. by aligning yourself with this cosmic will you can ride the tides of fate to wherever you need to be.
Learning: You become doomed to live in interesting times. Fate and fortune convene to place you in all manner of absurd situations. These can come and go at any time, leaving you with brief periods of peace. This causes rather “unlucky” or eventful things to be directed your way on a very frequent basis.
Realization: You can read the tides of fate. Once per day you can suggest a coincidence to have happen that solves a problem that you are currently actively trying to deal with. The GM may choose to veto this, but if he does so you retain your daily use of this ability.
Enlightenment: You may attempt a DC 20 Will save to attempt to use this ability, even if you have already used it today. If you succeed you can use this ability again, although the GM can still veto it. If you fail, your suggestion backfires and a twisted version of it happens that places you at a disadvantage with whatever problem you were trying to solve.
"Truth can not be suppressed and always is the ultimate victor.”
-the Yajur Veda
Acceptance of Self
Description: You are who, and what, you are. You are a unique experience and comparison to other congruent experiences is as futile as trying to empty the ocean with an eyedropper. Once you understand that you, alone, are incomparable- your place in the universe becomes much more clear.
Learning: You do not compare yourself to others and do not respect social hierarchies beyond your typical respect for all. You cannot benefit from or gain knowledge from Appraise checks to identify items or Knowledge checks to identify enemies.
Realization: You, in the most profound sense, know yourself- what makes you… you. Your mind is your own and nothing can sway you- just add to the experience that is you, transforming your being rather than harming it. For this you gain an unconquerable sense of understated self-confident. You add 1/2 your character level as an insight bonus against influences or changes to your emotions. This includes fear effects, and saves against spells with an emotional descriptor. In addition, the DC to influence your attitude with Diplomacy or Intimidate is increased by 5.
Enlightenment: You are immune to fear effects, including those from the Intimidate skill, as well as spells with the emotional descriptor.
"In real worship,we just not do ritualistic worship but we try to imbibe the qualities of the one we are worshipping."
-the Rig Veda
Only Now
Description: Time is an illusion; you cannot visit the past, nor reach the future. Man can only exist in the present. By accepting that the world is reborn anew every moment, you have learned to live inside the moment of now.
Learning: You must live in the moment, not making plans or contemplating past events. You always go last in the initiative order, and you cannot make Knowledge (history) checks.
Realization: You may take readied actions but only declare what kind of action (standard, move, swift, or free) you will be taking. You may declare the specific triggering once you want to take the action, effectively triggering it whenever you’d like. In addition, you gain a +4 bonus on saves against slow effects, as well as any spell that manipulates the flow of time.
Enlightenment: You can take your turn at any point in the initiative order. Decide this on a turn by turn basis. If someone else has this enlightenment, the person with the higher Initiative modifier chooses where to place themselves last.
"The main factor behind success is - self control."
-the Rig Veda
Chakra System
The truth is one, the wise call it by many names.
-the Upanishad
In lieu of using the system presented in Occult adventures below is presented as an alternate take on the chakra system.
What Are Chakras?
Chakras are the points of spiritual focus that most living beings possess to channel energy flowing throughout the universe. Chakras are typically opened to this energy starting towards the tip of the spine and moving the energy up. Chakras take significant amount of training to open and the higher the point of chakra, the more spiritual awakening required.
Mechanically, once opened, chakras provide a single benefit associated a chakra you have opened, chosen from a list. A character may only have 1 benefit from 1 chakra at a time. These benefits improve in value, the more chakras you have opened. Chakras must be opened in a specific order.
Activating
A character can activate all chakras they have access to as a move action. Chakras require a swift action to maintain each round. Activating and maintaining open chakras requires concentration.
A character of 7th level can open as many chakras as they want as swift action instead.
A character of 18 level can gain 2 benefits at once.
Obtaining
Awakening one’s chakras requires a great deal of training and forethought. As such those that dedicate themselves to their spiritual awakening have less time for other pursuits. A character who dedicates themselves to mastering chakras must give up the 1st, 7th, and 13th level feats to properly learn this technique. Chakras are a difficult force to master, and those that do open themselves up to outside influences as chakra represents opening oneself up mentally and spiritually.
Cost
Those channeling their chakra take a penalty to their Will save equal to their current number of open chakra. Every turn while channeling chakra a character may opt to maintain one’s current chakra (a swift action) or open the next one (a move action). Due to the inherent penalty to will from opening their chakras, not all characters will desire to have all their available chakras open all the time.
Requirements
Any intelligent being (anyone with an INT of 3 or higher) can utilize and invest in chakra. While any person dedicated to awakening chakras may open up the root chakra, a character’s chakras must be opened in the order listed and they must be at least the minimum level required by that chakra. A character may only gain a single benefit one of their chakras in a turn (unless otherwise stated), and a chakra’s effect ends if they choose not to maintain it for that turn.
Identifying and Disrupting Chakras
A person utilizing their chakras can be identified by a soft glow emanating from the point of chakra on their body that they are benefiting from. Creatures may make a Knowledge (arcana) DC=15 + the number assigned to that chakra, in the order to learn all the benefits that chakra could grant to the person in question. A person with open chakras can have them forcefully closed in a number of ways. A creature cannot open or maintain their chakra while actively under any of these effects.
- Coming under the influence of a non-harmless effect with the emotion or fear descriptor.
- Losing control of their body, such as with the Possession or Magic Jar.
- Taking massive damage, regardless if they fail the save or not.
- Death.
- Having a greater number of negative levels than the highest number of chakra they can open.
Chakras
Pick one of the following benefits for each, each time they are opened. The chakras must be opened in order listed (root, sacral, navel, heart, throat, brow, crown).
Root (1st chakra)
The root chakra is associated with instinct, security, survival, and potential for greater development. It energizes the desires of the flesh and distributes ki throughout the blood to circulate heat to the body.
Choose one of the following benefits:
- Gain DR/- equal to the number of chakra open.
- Gain a natural armor bonus equal to the number of chakra open.
- Gain Cold Resistance equal to 5 per chakra open.
- Any creature within 5 feet that hits you with a melee weapon deals normal damage, but at the same time the attacker takes 1d6+ twice the number of chakra you have open in fire damage.
Sacral (2nd chakra)
The sacral chakra is closely associated with the generative power of the reproductive cycle, as well as pleasure, addiction, creativity, emotional needs, and relationships.
At 4th level, when your 2nd chakra is open, add these to your list of benefits to choose from:
- Gain a fly speed equal to one’s base movement for 1 round with average maneuverability. The movement must begin and end on a solid surface.
- Gain bonus to one’s base land movement equal to 5 x the number of chakra you have opened.
- Gain a morale bonus to Charisma-based skill checks as well as Profession and Craft skill checks equal to the number of chakra you have open.
- Gain a morale bonus to your AC against attacks of opportunity when moving through occupied squares as well as your CMD against trip, reposition, bull rush combat maneuvers equal to 1 + the number of chakra open.
Navel (3rd chakra)
The navel chakra is sometimes called the power chakra, for it is associated with fire, combustion, digestion, anger, joy, fear, anxiety, and laughter.
At 6th level, when your 3rd chakra is open, add these to your list of benefits to choose from:
- Can channel a breath attack that deals 2d8 points of damage in a 30-foot cone. This radiant gout of orange-red liquid flame somewhat resembles fire, but bypasses all forms of energy resistance, protection, and immunity. The amount of damage increases by 1d8 for each open chakra beyond the 3rd, to a maximum of 6d8 if all of the chakras are open.
- Gain immunity to poison.
- Gain a bonus on saves against ability drain and ability damage effects equal to twice the number of chakra you have opened.
- Gain a morale bonus to your CMB equal to 1 + the number of chakra open.
Heart (4th chakra)
The heart chakra is the seat of higher feelings and emotions, an inner realm of compassion, tenderness, love, and rejection.
At 8th level, when your 4th chakra is open, add these to your list of benefits to choose from:
- Can channel a torrent of healing energy which can be used on yourself or any living creature within 30 feet to grant an amount of temporary hit points equal to 1d10 + 5 x the number of chakras open. In addition they can remove any one of the following conditions from the creature healed: confused, nauseated, sickened, staggered, or stunned. This ability has no effect on constructs, undead, or other creatures that are not alive.
- Gain the ability to see a nearby being’s emotion aura, as the spell Analyze Aura OA, for any beings within 5 feet of you per chakra you have open.
- Gain a morale bonus on saves against fear and emotion effects equal to twice the chakra you have open.
- Gain the telepathy universal monster ability for a distance of 15 ft. You may only communicate very basic emotions to a creature using this ability. This range increases by an additional 5 feet for every chakra you have open.
Throat (5th chakra)
The throat chakra is the bridge between feeling and thinking, and fuels communication.
At 10th level, when your 5th chakra is open, add these to your list of benefits to choose from:
- Select one enemy within 30 feet to whisper primordial language to. That foe must succeed at a Will save to resist becoming shaken for 1 round. The DC of this save is 10 + 1/2 your total Hit Dice + the number of chakra open. This is a sonic mind-affecting effect.
- Gain the ability to communicate with any being regardless of language and can use charisma based skills on mindless beings.
- You constantly project a zone of truth centered around you, save that it only affects adjacent creatures. The save DC for this is 10 + 1/2 your total Hit Dice + the number of chakra open.
- You may make a ranged bull rush attempt at an enemy, using your number of chakra opened in place of your Strength modifier to calculate your CMB. Enemies successfully struck by this also take 1d8 + the number of chakras open of sonic damage.
Brow (6th chakra)
The brow chakra governs occult vision and intuition.
At 12th level, when your 6th chakra is open, add these to your list of benefits to choose from:
- Gain the benefits of True Seeing.
- Can gain the use of an Arcane Eye. This eye is able to move at maximum speed, even when examining the area. This speed of this eye increase by 10 feet for every chakra you have open. This eye is always under the benefit of the Detect Magic spell.
- You can make a gaze attack against an opponent, opponents struck by this gaze must make a Will save or become staggered. The DC of this save is 10 + 1/2 your total Hit Dice + the number of chakra open. This is a mind-affecting effect.
- You may make Knowledge checks to identify creatures untrained treating 1/2 your character level as ranks in the appropriate Knowledge skill and using your number of chakra open in place of your Intelligence modifier. When making Knowledge checks made to identify a creature, any result that is less than 15 is treated as if it were 15.
Crown (7th chakra)
The crown chakra contains self-actualization, wisdom, and connection.
At 14th level add these to your list of benefits to choose from:
- Every time you would roll a d20 during this turn (such as when attempting an attack roll, a saving throw, or a skill check), you can roll twice and take the higher result.
- You may change your position in the initiative order one step (either in front of the person who goes before you or behind the person who goes after). This an actual change to the initiative order.
- You gain all-around vision.
- You are always considered adjacent to allies for the purposes of all effects except flanking. Allied abilities with a range of touch can apply them to you from any distance so long as they can see you.
Investiture System
Life and death, joy and sorrow, gain and loss; These dualities cannot be avoided. Learn to accept what you cannot change.
-the Ramayana
It is possible, whether by study or natural talent, to attune your aura to objects in your possession, granting them all manner of fantastical powers. This can be done in many ways but often it involves the use of animist practices (animism is the belief that everything, even objects, have a soul). This system can replace or run parallel to the use of traditional magical equipment within your game. Using the investiture system you can invest objects in your character’s possession with their aura to replicate many of the results produced by standard magical items (and many that you couldn’t before).
Terms
Aura: A magical or spiritual presence inherent to all creatures. Aura is invested into objects to grant a fantastic power called a aspect and grants an investiture bonus dependent on their character level.
Investiture Bonus: The amount of bonus that an item invested with a character’s aura grants them.
Maximum Investitures: The maximum number of objects a character can attune to their aura to at one time.
Aspects: Are ways that characters can train their aura to modify how their investitures work.
Investing: The act of investing your aura into something. This takes 1 minute to do and 1 minute to divest something from an aura safely.
Table 2-1: Investiture
Character Level | Aspects Known | Maximum Investitures | Investiture Bonus | Character Level | Aspects Known | Maximum Investitures | Investiture Bonus |
1st | 1 | 2 | +1 | 11th | 6 | 4 | +3 |
2nd | 2 | 2 | +1 | 12th | 7 | 4 | +4 |
3rd | 2 | 2 | +1 | 13th | 7 | 5 | +4 |
4th | 3 | 2 | +1 | 14th | 8 | 5 | +4 |
5th | 3 | 2 | +2 | 15th | 8 | 5 | +4 |
6th | 4 | 3 | +2 | 16th | 9 | 5 | +5 |
7th | 4 | 3 | +2 | 17th | 9 | 6 | +5 |
8th | 5 | 3 | +3 | 18th | 10 | 6 | +5 |
9th | 5 | 4 | +3 | 19th | 10 | 6 | +5 |
10th | 6 | 4 | +3 | 20th | 11 | 7 | +5 |
Investments & Aspects
In addition to the benefit of the “aspect” chosen for the object aspect, while a character’s aura is invested in an object the object also grants an to various things (remember: enhancement bonus don’t stack). This “investiture bonus” is based on the character’s level and is listed on Table 2-1: Investiture. Any abilities and bonuses granted by investiture only function for the character who invested their aura in them. What this bonus applies to is determined by what kind of object it is.
If it is an Armor or Shield: An enhancement bonus to your armor bonus to AC. (Note: plain clothes counts as armor with a +0 armor bonus for this purpose.)
If it is a Weapon: An enhancement bonus to attack and damage rolls. (Note: Unarmed strikes can receive this if one invests in gloves or clothing that covers the limb in question.)
Any Other Object: An enhancement bonus on saving throws. (Note: This includes objects in the previous two categories.)
The Risk
If an object invested with a character’s aura is destroyed they take a temporary negative level that persists for 24 hours. If that negative level would exceed the character’s level you instead take 2 points of Charisma damage.
Adding Investitures to Your Game
The investiture system aims to provide a lore-driven method of supplementing the power of both player characters and non player characters. This allows the players to utilize a greater variety of magic items without needing to focus on acquiring magical items that provide static bonuses to their abilities. To this end, it functions much like the automatic bonus progression system PF:U. However, the investiture system focuses on providing players with a series of choices that allow them to prioritize what’s important to their character. As such there’s quite a bit of overlap between the two systems and they shouldn’t be used simultaneously. When designing your game, consider how prevalent investitures are in your game.
The GM can further customize these rules in all manner of ways, some easy modifications include:
- Ultra-rare Investiture: Investiture is a closely guarded secret, practiced by esoteric mystics on secluded mountain tops or some other equally remote location. PCs don’t automatically have access to the system, but might be able to learn from these masters if the opportunity presents itself.
- Rare Investiture: Investiture is an unusual skill practiced by distinct groups of people. The sorts of people who practice the skill is up to the GM and can be anything from all non-spell casters, to any of the more aesthetically oriented classes (Monks, ajna, ninjas, etc). Other classes may, at the GM’s discretion gain access to this subsystem by either taking a feat, giving up half of their feats (as though taking a variant multiclass), or multiclassing into one of the classes that do get it. Only levels of the classes that get access to this system count their level as their character level for the purpose of progressing the benefits of the system.
- Semi-Common Investiture: The default assumption for the system, investiture is an uncommon skill, possessed by only a few people. The PCs happen to be among these rare individuals and gain full access to the system from character creation.
- Common Investiture: Investiture is a common skill that’s essential to everyday life, those that can’t do it are seen as disabled, those who don’t use it are seen as luddites. While this doesn’t change the PC’s access to the system but the usage of investiture shows up in day to day life. Doors that can be keyed to open when particular individuals invest their aura in them, people can be identified by their aura, and all other manner of weird spiritual technology is abundant.
Gaining New Aspects
If a character is using the investiture system, they know how to use as many aspects as a character of their level is described to know on Table 2-1: Investiture. If the chart indicated they learn a new one, they select (or invent, as the list of sample aspects is not-all consuming) a new one they meet the prerequisites for when they take their level. If a character no longer meets the prerequisites for an aspect, or no longer desires it, they may retrain them in a similar fashion as one can retrain a feat.
Sample Aspects
Aura Mist
Prerequisites: Character level 8th
Benefit: You can extend your aura into your immediate vicinity, allowing you to feel the auras of other living creatures. You gain lifesense out to a range of 40 feet. You can make a Perception check as an immediate action to have this lifesense act as blindsight against creatures you can perceive with it.
Creatures may immediately attempt a Will save (DC 10 + your character level). To shield themselves from this blindsight.
Blazing Heart
Prerequisites: Character level 4th
Benefit: Weapons that the character has their aura invested in deal an extra 1d6 points of fire damage when they hit, just as though they had the flaming property. If anything you have your aura invested in grants a bonus to AC or Saves you gain 10 points of fire resistance. At 7th level you may elect to have this count as flaming burst instead. The fire resistance you gain from this aspect also improves to 20.
Special: The flaming property has a bonus of +1, the flaming burst property has bonus of +2, a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus. Any abilities that grant you weapon properties above this amount do not function. The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Blighted Soul
Prerequisites: Character level 8th and an evil alignment
Benefit: Weapons that the character has their aura invested in deal an extra 2d6 points of damage to good creatures, just as though they had the unholy property.
The user adds 1/2 his character level to his damage roll the first time each round he damages a good creature.
Special: The unholy property has bonus of +2, a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus. Any abilities that grant you weapon properties above this amount do not function. The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Bloody Spirit
Prerequisites: Character level 8th
Benefit: Weapons that the character has their aura invested in deal an extra point of bleed damage when they strike a creature, just as though they had the wounding property. The user can sense any creature suffering from this bleed damage within 60 feet of them, just as though they had the lifesense ability.
Special: The wounding property has a bonus of +1 a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus. Any abilities that grant you weapon properties above this amount do not function.
The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Bonding Aura
Prerequisites: None
Benefit: While you have your aura invested in an object you can summon it to your person as a free action on the same plane. The object flies towards you at a rate of 100 feet per round. If no clear line of effect exists between you and the object, you may make a Charisma or Wisdom check to break whatever is between you and the object, using the same DCs as a Strength check to break an object. If a creature is holding the object you may attempt a Disarm maneuver, using your Charisma or Wisdom modifier in place of your Strength modifier to bring the object to your hand.
Corrosive Soul
Prerequisites: Character level 4th
Benefit: Weapons that the character has their aura invested in deal an extra 1d6 points of acid damage when they hit, just as though they had the corrosive property. If anything you have your aura invested in grants a bonus to AC or saves you gain 10 points of acid resistance.
At 7th level you may elect to have this count as corrosive burst instead. The acid resistance you gain from this aspect also improves to 20.
Special: The corrosive property has a bonus of +1, the corrosive burst property has bonus of +2, a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus. Any abilities that grant you weapon properties above this amount do not function. The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Dewemerbane
Prerequisites: Character level 8th
Benefit: Armor that the character has their aura invested in grant the wearer an amount of spell resistance equal to 11 + their character level.
Electric Soul
Prerequisites: Character level 4th
Benefit: Weapons that the character has their aura invested in deal an extra 1d6 points of electricity damage when they hit, just as though they had the shocking property. If anything you have your aura invested in grants a bonus to AC or Saves you gain 10 points of electricity resistance. At 7th level you may elect to have this count as shocking burst instead. The electricity resistance you gain from this aspect also improves to 20.
Special: The shocking property has a bonus of +1, the shocking burst property has bonus of +2, a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus.
Any abilities that grant you weapon properties above this amount do not function. The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Enlightened Mind
Prerequisites: Character level 7th and at least one mental ability score above 15
Benefit: You may invest your aura in your mind. Instead of providing one of the default benefits you gain a +4 enhancement bonus to either your Intelligence, Wisdom, or Charisma score. You may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. This bonus increases to +6 when you reach character level 14th.
Special: You may select this aspect up to three times, the second time you take it, double the bonus provided by this ability, the third time triple it. You can’t gain more than a +6 enhancement bonus to a single ability score with this effect.
Enlightened Physique
Prerequisites: Character level 7th and at least one physical ability score above 15
Benefit: You may invest your aura in your own body. Instead of providing one of the default benefits you gain a +4 enhancement bonus to either your Strength, Dexterity, or Constitution score. You may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. This bonus increases to +6 when you reach character level 14th. If you apply improvements to your Constitution the extra hit points you gain are temporary hit points that are restored after 8 hours rest.
Special: You may select this aspect up to three times, the second time you take it, double the bonus provided by this ability, the third time triple it. You can’t gain more than a +6 enhancement bonus to a single ability score with this effect.
Extra Investiture
Prerequisites: None
Benefit: You may invest your aura in an additional object.
Special: You may select this aspect multiple times, each time you may invest in an additional object.
Flickering Soul
Prerequisites: Character level 8th
Benefit: You can invest your aura into your body, allowing you to flicker back and forth between the astral plane at-will. When you move, you can, at any point, trade any amount of movement for half as much teleportation. This teleportation must be in 5 foot increments.
Special: This ability counts as dimension door for the purpose of feets and other prerequisites.
Frigid Aura
Prerequisites: Character level 4th
Benefit: Weapons that the character has their aura invested in deal an extra 1d6 points of cold damage when they hit, just as though they had the frost property. If anything you have your aura invested in grants a bonus to AC or saves you gain 10 points of cold resistance. At 7th level you may elect to have this count as icy burst instead. The cold resistance you gain from this aspect also improves to 20.
Special: The frost property has a bonus of +1, the icy burst property has bonus of +2, a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus. Any abilities that grant you weapon properties above this amount do not function. The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Guarded Aura
Prerequisites: Character level 6th
Benefit: Treat your investiture bonus as 1 point higher when investing in an object that grants an enhancement bonus bonus to AC or a resistance bonus to saves. When you reach character level 10th you may treat your investiture bonus as 2 higher under those conditions instead. This ability can’t bring your investiture bonus above +5.
Special: When your investiture bonus reaches +4 you may exchange this aspect for an new one that you meet the prerequisites for. You may make this decision at any time.
Joined Aura
Prerequisites: Character level 4th
Benefit: Other creatures can benefit from objects you invest your aura in, provided they are within 60 feet of you. If the item grants a bonus to AC or saves, you may allow them to gain the benefits of a shield other spell.
Life Drinker
Prerequisites: Character level 4th
Benefit: Weapons that the character has their aura invested in double their critical threat range, just as though they had the keen property. When you confirm a critical hit with one of these weapons, you gain a number of temporary hit points equal to your character level x your weapon’s critical multiplier.
These temporary hit points last for 1 minute.
Special: The keen property has a bonus of +1, a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus. Any abilities that grant you weapon properties above this amount do not function. The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Magic Spirit
Prerequisites: Character level 4th and the ability to cast spells
Benefit: You can invest your into aura into your magic, spells that make attack rolls count as weapons, while spells with a range of personal count as armor.
Special: If you possess the joined aura aspect, spells that target allies count as armor, and grant their benefits while active.
Magical Synchronization
Prerequisites: Use Magic Device 6 ranks
Benefit: You may use your ranks in the UMD skill as the caster level of magic items you have your aura invested in. This both improves the effects of any spells cast from the item (if the item is a wand or other spell completion item) and allows them to better resist being dispelled. Potions and other single use magical items that have your aura invested in them count as destroyed when used, forcing you to to take negative levels or Charisma damage as per normal.
Mighty Soul
Prerequisites: Character level 12th
Benefit: Armors that the character has their aura invested in gain the moderate fortification property and grant a +2 bonus on Fortitude saves, this bonus does not stack with itself. At 16th level you may have this count as the heavy fortification property instead.
Mystic Aura
Prerequisites: Character level 6th and the ability to cast spells
Benefit: You can invest your into aura into your magic, granting you an enhancement bonus on checks to overcome spell resistance equal to your investiture bonus.
Ordered Aura
Prerequisites: Character level 8th and a lawful alignment
Benefit: Weapons that the character has their aura invested in deal an extra 2d6 points of damage to chaotic creatures, just as though they had the axiomatic property. Chaotic creatures become sickened until the end of their next turn when struck with a weapon with this ability. Once effected the creature is immune to this effect for 24 hours.
Special: The axiomatic property has bonus of +2, a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus. Any abilities that grant you weapon properties above this amount do not function.
The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Quicksilver Aura
Prerequisites: Character level 4th
Benefit: You may invest or divest your aura as a swift or immediate action.
Reflective Soul
Prerequisites: Character level 6th
Benefit: If you have your aura invested in an object that grants a bonus to AC or saves you gain your investiture bonus to your AC a second time as a deflection bonus. You may spend an immediate action upon being hit with an attack to reduce the damage the attack deals by 1d6 + your character level. Using this ability causes you to lose the defection bonus granted by this aspect until the start of your next turn.
Creatures adjacent to you when you use this ability take 1d6 + your character level points of force damage.
Restless Heart
Prerequisites: Character level 8th and a chaotic alignment
Benefit: Weapons that the character has their aura invested in deal an extra 2d6 points of damage to lawful creatures, just as though they had the anarchic property. Lawful creatures become confused as per the spell of the same name until the end of their next turn when struck with a weapon with this ability. Once effected the creature is immune to this effect for 24 hours.
Special: The anarchic property has bonus of +2, a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus. Any abilities that grant you weapon properties above this amount do not function.
The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Sacred Spirit
Prerequisites: Character level 8th and a good alignment
Benefit: Weapons that the character has their aura invested in deal an extra 2d6 points of damage to evil creatures, just as though they had the holy property. The user adds 1/2 his character level to his damage roll the first time each round he damages an evil creature.
Special: The holy property has bonus of +2, a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus. Any abilities that grant you weapon properties above this amount do not function. The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Sculpted Aura
Prerequisites: Character level 6th
Benefit: Ranged weapons that you have your aura invested in generate glowing facsimiles of their ammunition when drawn. This special ammunition adds an additional 20 feet to each of its range increments. Melee weapons allow you to fire off glowing beams of light when swung. This allows you to make a ranged attack with your melee weapon. This deals as much damage as your melee weapon normally deals, and acts as an attack with a thrown weapon that has a range increment of 20 feet.
Spiritual Vigor
Prerequisites: Character level 13th
Benefit: Weapons that the character has their aura invested in gain the speed property. If anything you have your aura invested in grants a bonus to AC or saves you gain a 10 foot enhancement bonus to your move speed and a +2 dodge bonus to AC and Reflex saves, this bonus does not stack with itself.
Special: The speed property has a bonus of +3, a single weapon or armor that you have your aura invested in can’t have an effective bonus greater than your investiture bonus. Any abilities that grant you weapon properties above this amount do not function. The player may choose which abilities he grants to objects they invest their aura in each time they invest it in an object.
Spiteful Soul
Prerequisites: You must have a grudge against a creature or class of creature, once chosen you cannot change it unless you meet the special condition.
Benefit: Weapons you attune to have the bane property against the creatures you have a grudge against. Armor gains the defiant property.
Special: If you ever move beyond your grudge against the creatures you used to qualify for this aspect you may exchange this aspect for an new one that you meet the prerequisites for. If you acquire a new grudge that you feel is more important than your current grudge, you can change the type of bane provided by this aspect.
Unbreakable Spirit
Prerequisites: Character level 12th
Benefit: Armors that the character has their aura invested in gain the rallying property and grant a +2 bonus on Will saves, this bonus does not stack with itself.