Sunday, June 14, 2009

Feats of the Jade Oath Preview #1


Da-Chen a peasant farmer has trouble dealing with his Ancestral Possession feat. His revered ancestor Kwan Lyan-Ran the Ghost Witch has no trouble dealing with her White Hair of the Deadly Lotus feat.

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Ancestral Possession
(Ceremonial)
The spirit of one of your ancestors possessed you during a previous ceremony that invoked your ancestor’s name. The ceremony brought forth the attentions of that ancestor’s spirit, despite no intention to do so. The ancestral ghost occasionally takes control of your body to pursue certain goals at the DM’s discretion. When the ghost takes possession, his personality is in complete control, but your body does not change. He has a task to complete and he might or might not even know what that task is. When he completes that task, the ghost will leave you to your life. But, probably not until he meddles enough to set you on what he perceives as the right path.
Prerequisites: Truename, any other ceremonial feat.
Benefit: Whenever you roll a natural 1 on a d20 for any skill check, ability check, attack roll, or saving throw, the ancestral ghost dwelling within you takes control of your body. There is a 50% chance that the disoriented ancestor does not know what is going on and will lose his action until next turn, and is therefore flatfooted. Likewise, whenever the ancestral ghost possessing you rolls a natural 1 on a d20 check, attack, or save, you take control of your body back. If the ancestral ghost goes to sleep in your body, you regain control again upon awakening. Even though it is a ghost, it still inhabits your body and feels the body’s need for sleep. If the ghost tries to deny sleep, it will begin to feel the effects from lack of sleep as normal. When playing this ancestral ghost character, generate a new set of mental statistics (Intelligence, Wisdom, and Charisma) as per your campaign’s character generation rules. Choose a class for your ancestral ghost character. He may be any class, except oathsworn; for some reason unknown to mystics and scholars of the arcane, members of that class cannot possess or be possessed by their ancestors. The ancestral ghost is the same character level as you and progresses when you do. Select the ancestral ghost’s skills and spend his skill points accordingly. New feats should be selected, if needed; however, if a feat of yours is a racial feat or is representative of a physical trait, it should remain as a feat for the ancestral ghost character as well. Saving throws need to be adjusted, but hit points remain the same as yours for the ancestral ghost character. Hero points are also a shared commodity. If you are both spellcasters, you can only cast a given number of spells equal to your maximum listed for your class and exceptional ability scores. Since both of you draw from the same pool of mystical energy you cannot cast any extra spells per day that the ancestral ghost may have and vice versa. For example, if you can cast 1 2nd level spell per day and you have already done so and your ancestral ghost character can cast 2 2nd level spells per day, he must count one of those spell slots as having been used even though he did not use it. Conversely, if he can cast 2 2nd level spells per day and has already cast 1 or more today and you can cast only 1 per day, then you cannot cast any more today, even though you, technically, did not cast any 2nd level spells today. Both you and your ancestor may determine spells readied differently based on your individual classes and feats.

White Hair of the Deadly Lotus (Chakra)
You can animate your extraordinarily long hair with your ch’i, treating it as a chakra, making it like another limb to you. It can even provide you with a longer than normal Reach as you learn to magically stretch your hair to reach a short distance away and make attacks, eventually even learning to manipulate objects with it.
Prerequisites: Con 11, Wis 13, Dex 13, Cha 11, Concentration 4, Long Hair, Ch’i Awakened, and one of the following: Defensive Unarmed Strike, Improved Unarmed Strike, or Mighty Unarmed Strike.
Benefit: You can animate your hair to extend the Reach of your attacks. While ch’i focused, you gain an extra 5 foot of Reach for your unarmed attacks per point of ch’i invested, though you don’t threaten the area into which you can make an attack beyond the 5 foot area closest to you as a result of this feat. You are proficient with using your hair as an unarmed attack in combat. Unless your hair is bound, you are always considered armed while ch’i focused (your hair is considered a light weapon). Your attacks with your hair may only deal non-lethal damage. For every attack, you suffer a cumulative -2 penalty to Strength- and Dexterity-based checks and attack rolls targeting creatures or objects up to 10 ft. or more away from you. You can use your hair to grasp and retrieve items, grapple, or to perform trip or disarm attempts, but you cannot wield weapons with the hair. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with this feat. You can use the Weapon Finesse feat in conjunction with this feat to use your Dexterity instead of Strength for initiating a grapple when grappling at reach. You suffer a -4 circumstance penalty when grappling with just your hair no matter which modifier is used. When you fail to make a successful trip attack at reach with your hair, you cannot avoid being tripped by your target. You get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails should there be a weapon held by your hair with the improved version of this feat). Using this feat provokes an attack of opportunity, just as if you had used a ranged weapon. Expend your ch’i focus to attack many foes at once with your hair. When you perform the full-attack action, you can give up all regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. It requires at least 1 point of ch’i just to expend your ch’i focus, but an additional 2 points of ch’i for each additional 5 ft. in Reach. For example, you can attack all foes within 5 ft. after expending your ch’i focus with 1 point of ch’i in this chakra, all foes within 10 ft. for 3 ch’i points, all foes within 15 ft. for 5 ch’i points, and all foes within 20 ft. for 7 ch’i points. You gain one point of ch’i.
Special: The Hands as Weapons feat cannot be used with this feat. This feat does not replace the Multiweapon Fighting or Multiattack feats. To make additional attacks utilizing your hair, either one of those feats must be acquired separately. For the prerequisites of Multiweapon Fighting, your hair may be considered to be an extra hand. To make multiple unarmed strikes using your hair, you must have Multiattack.
Improved: By taking this feat a second time, you can use your hair to attack with a light weapon as if it was one of your hands (only light weapons, anything heavier incurs the -4 nonproficiency penalty to attack even if the character is proficient with the weapon) or to manipulate objects. You do so with with less dexterity (-4 penalty to use Alchemy, Craft, Disable Device, Escape Artist, Forgery, Open Lock, Sleight of Hand, and Use Rope checks). You inflict lethal damage with unarmed strikes made by your hair and can now use the Hands as Weapons feat in conjunction with this feat. To make multiple attacks with weapons using your hair, you must have Multiweapon Fighting. You gain one point of ch’i.

Ch'i Feats Ch'i feats are available only to characters and creatures with a ch'i point reservoir and the ability to gain ch'i focus. Ch’i feats are supernatural abilities that cannot be disrupted in combat (as spells can be) and do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to spell resistance and cannot be dispelled; however, they do not function in areas where magic or ch’i is suppressed. Leaving such an area immediately allows ch’i feats to be used. Any ch'i feat that allows the investment of ch'i points is considered to be a chakra feat. Ch’i feats and chakra feats can be selected at 1st level in the place of a general feat or talent.

Chakra Feats
Chakra feats are ch'i feats and work in all ways like ch'i feats, except as follows. Often, chakra feats can be used only when you are ch’i focused, others require you to expend your ch’i focus to gain their benefit, and some provide a benefit in both circumstances. Expending your ch’i focus does not require an action; it is part of another action (such as using a chakra feat). You may only expend your ch’i focus as part of one action.

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