Post by cbm on Jul 20, 2015 19:32:55 GMT
unofficial homebrew KAI prestige class based largely on SRD and KAI Books...
I planned on making a regular base class + prestige, but later I discovered there was already an official KAI lord base class
so I instead created homebrew epic class addition, based on the diff between my own base + epic class and
the official base class...
EPIC KAI LORD (D20)
level / base attack bonusses / fortitude save / reflex save / will save / special / title
21th +21/+16/+11/+6/+1 +13 +6 +6 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Grand Master Senior
22th +22/+17/+12/+7/+2 +14 +7 +7 YOU GAIN A NEW ORDER KAI EPIC MASTER MAGNAKAI DISCIPLINE KAI Grand Master Superior
23th +23/+18/+13/+8/+3 +15 +8 +8 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Grand Sentinel
24th +24/+19/+14/+9/+4 +16 +9 +9 YOU GAIN ONE ADDITIONAL NEW ORDER KAI EPIC MASTER MAGNAKAI DISCIPLINE KAI Grand Defender
25th +25/+20/+15/+10/+5 +17 +10 +10 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Grand Guardian
26th +26/+21/+16/+11/+6/+1 +18 +11 +11 YOU GAIN TWO ADDITIONAL NEW ORDER KAI EPIC MASTER MAGNAKAI DISCIPLINE KAI Sun Knight
27th +27/+22/+17/+12/+7/+2 +19 +12 +12 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Sun Lord
28th +28/+23/+18/+13/+8/+3 +20 +13 +13 YOU GAIN TWO ADDITIONAL NEW ORDER KAI EPIC MASTER MAGNAKAI DISCIPLINE KAI Sun Thrane
29th +29/+24/+19/+14/+9/+4 +21 +14 +14 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Grand Thrane
30th +30/+25/+20/+15/+10/+5 +22 +15 +15 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Grand Crown
31th +31/+26/+21/+16/+11/+6/+1 +21 +14 +14 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Sun Prince
32th +32/+27/+22/+17/+12/+7/+2 +22 +15 +15 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Surpreme Master
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NEW ORDER KAI EPIC MASTER MAGNAKAI DISCIPLINE
ULTIMATE ANIMAL KINSHIP
Once the Kai Lord has mastered the principles of Animal
Kinship, he strives to increase his knowledge of the natural
world and so gains an incredible understanding that few others
can ever hope to attain.
The Kai Lord may now communicate with all animal species (see ANIMAL KINSHIP Tier IV)
and he can use Animal Kinship ability with all monster species of
Intelligence 2 or less (see the Bestiary Chapter)
For example, he could order a doomwolf to attack if he so
wished.
This ultimate improvement of the teachings of Animal Control
grants a Kai Lord the ability to bind an animal of as many End
Dice as his Charisma modifier (minimum of 2) and command
it to perform any action, even leave its home environs or fight
on his behalf. This ability is always successful but the Kai
Lord must be within 15 ft of the animal in order to
use the ability. The animal will accompany the Kai Lord for
a number of days equal to his character level before loping off
home – further uses of this power will affect the creature again.
A Kai Lord may use this ability at will but may
only maintain a number of True Companions equal to his
Wisdom modifier (minimum 1) at any one time. There is no initial
Endurance cost to bond with an animal.
Kai Lords who possess this Discipline are able to deter predatory
animals in the wild by exuding a scent which is repellent to them.
In order for this improved Discipline to work effectively,
a Kai Lord must be aware of the species of
predatory animal he/she wishes to deter.
The scent can only be detected by the targeted animal.
Kai Lords with this Discipline are able to command an animal
to fall asleep at will. No animals may be able to resist this command;
The duration of effect and the number of animals which can be affected
at one time will increase as a Kai Lord rises in rank.
The duration can be calculated as 1 hour for each level of Kai Lord you have,
you may however choose to make an animal sleep for less than
your allowed maximum time.
The number of animals can be calculated as 1 for each level of Kai Lord
you have, you may however choose to affect a smaller
number of animals than your maximum allowed number.
This also allows a Kai Lord to identify readily any substance derived
from living or growing organic material.
He is aware of any secret uses to which an organic material may be put,
and skilled in effecting the release of a substance's medicinal
and/or magical properties.
All skill checks related to this automatically succeeds and any
herb related skill checks always succeeds.
Through knowledge and use of common plants, Kai Lords who have this
Discipline are able to make contaminated or rotten food fit
for human consumption
(this works like Purify Food and Drink using you Kai Lord level as caster level.
You may use this effect at will as many times a day as you want).
Kai Lords who have this Discipline are able to purify water,
thereby making contaminated or briny water suitable for consumption.
Roughly two pints of water per day can be purified using this skill alone.
This daily total steadily increases as a Kai Lord advances in rank.
The daily amount is two pints of water for each level of Kai you have.
Kai Lords who possess this Discipline are able to neutralize any poisonous
toxins that may be present in organic materials such as plants, berries, and fruits.
Through the use of this skill, the transformation of toxins results in a restoration
of hitpoints and strength when the previously poisonous matter is swallowed.
The amount of strength and hitpoints that can be restored are equal to the
number of Kai Lord levels you have.
Kai Lords who possess this Discipline are able to use their advanced knowledge
of Herbmastery to produce explosive compounds from simple organic materials.
An explosive compound made using this skill will cause 1D6 of damage
to everyone within a range of 15ft.
Kai Lords who possess mastery of this Discipline are able to alter the
temperature of water by touch. By using this skill they are able to transform water into
ice and vice versa. The volume of water affected and the duration of effect both
increase as a Kai Lord rises in rank.
The volume is 1 gallon for each level of Kai Lord you have.
The duration is 1 hour for each level of Kai Lord you have.
Kai Lords who possess this Discipline are able to cause living plants,
e.g. grasses, bushes, flowers, weeds, rushes, to entwine themselves
around the limbs of hostile creatures,
thereby hampering their free movement.
This works like the entangle spell using your current Kai Lord level as the caster level.
You may use this effect a number of times per day equal to your current Kai Lord level.
This also grants Kai Discipline Animal Kinship Tiers I to V
as well as Magnakai Discipline Animal Control (Animal Kinship) Tiers I to V.
ULTIMATE CAMOUFLAGE
The Kai Lord has become skilled enough
in False Faces that he can instantly disguise himself
even as a member of a nonhuman
race, aminal or monster. He can change the colour and texture of his skin
and change his height and weight by up to one-fifth in either
direction. Note that this ALSO grants him the ability to
speak the language of the race, animal or monster.
This power allows the Kai Lord to use the Stealth skill even
while being observed directly and in plain sight. Lighting
conditions do not matter, as this Discipline practically makes
the Kai Lord invisible for a few fleeting seconds. This grants
the Kai Lord an automatic success on the Stealth skill check
regardless of any opponents’ Perception scores. Even opponents
able to see invisible targets will be fooled, and
creatures with the scent ability.
This also grants the following once each day:
invisibility at will,
mask any sound at will,
mask your own body heat and scent at will,
change physical apperance at will.
You may use ultimate camouflage on all within a 100 ft radius
centered on you at will.
Kai Lords who possess this skill are able to create a noise and
project it up to 15 yards away from their location.
The noise is akin to the rumbling sound of thunder and it can be
used to distract or divert an enemy's attention.
This improved Discipline requires a degree of preparation and
therefore it cannot be used during combat.
Kai Lords who possess this skill are able to summon a cloud of
fog-like vapour within 15 yards of their location.
This fog will obscure both normal vision and infravision.
The duration of the fog increases as a Grand Master rises in rank.
The duration is calculated as 1 hour for each level of Kai Lord you have.
Kai Lords who possess this skill are able to cause the outline of their
bodies to become blurred and indistinct.
By so doing, they can avoid any magical and/or non-magical
missiles directed at them.
This also grants Kai Discipline Camouflage Tiers I to V
as well as Magnakai Discipline Invisibility (Camouflage) Tiers I to V.
ULTIMATE HEALING
This allows the Kai Lord to
apply his Healing Discipline to all manner of creatures, not
just humans. The Kai Lord may use any Healing ability on
non-human characters, animals and monsters without penalty.
Even Creatures immune to critical hits can be aided with this
skill.
If a Kai Lord can reach a slain target within one day of death,
he may attempt to bring them back to life.
This is a difficult Discipline to master and has no guarantee
of success. The slain target must make a Fortitude save
using the Kai Lord’s base Fortitude bonus plus their own
Constitution modifier, against a DC 20. Restored creatures
have 1 Endurance but may be healed through magic, Heal
skill checks, or Disciplines.
The Kai Lord also gains regeneration 1 hit point each round.
Kai Lords are able to use their healing power to repair serious battle-wounds.
If, while in combat, their HITPOINTS is reduced to 8 points or less,
they can draw upon their mastery to restore 20 HITPOINTS.
This emergency ability can only be used at will once every 20 days.
Kai Lords who possess this Discipline have the ability to repair the effects
of natural decay in materials such as wood, stone, cloth, metal, etc.
simply by touching the decaying object,
a Kai Lord is able to reverse damage caused by rot, rust, or mould.
Kai Lords who possess this skill are able to repair serious wounds
sustained by creatures other than themselves.
By the laying of hands upon the affected creature's body,
a Kai Lord can cause an open wound (or other serious injury) to mend itself.
The speed at which this healing process takes place increases
as a Kai Lord rises in rank.
This works as a paladins Lay on Hands ability,
when using lay on hands then your current Kai Lord levels counts as
a paladin of equal level using the lay on hands ability.
Kai Lords who possess this skill are able to conduct a Kai Exorcism.
This ritual will banish any evil supernatural force that has
taken possession of any goodly creature or object.
This also grants Kai Discipline Healing Tiers I to V
as well as Magnakai Discipline Curing (Healing) Tiers I to V.
ULTIMATE HUNTING
The Kai Lord is so in tune with his immediate surroundings
that it is impossible for an enemy to creep up on him unawares.
The Kai Lord cannot be surprised by any means. This ability
also ensures that in any area, even in an area that
is completely barren, a Kai Lord can always find
enough food and water to keep himself and up to 5 others
nourished. These are rarely enjoyable repasts but they will
stave off hunger and thirst.
Kai Lords are typically named after their spirit animal, a
creature that resonates within their soul. At this Tier of ability,
that spirit animal manifests fully and grants the Kai Lord some
of its power. The Kai Lord gains ALL of the following powers,
as befits their character’s animalistic side.
* Scent: The Kai Lord, like a wolf, can detect approaching
enemies, sniff out hidden foes and track by sense of smell.
See page 262 of D20 Lone Wolf core rulebook for more information.
* Climb: Renowned for its agility, like a squirrel or
mongoose, the spirit animal makes it that much easier for
the Kai Lord to climb and cavort. The Kai Lord gains a
+4 bonus to all Acrobatics, Climb and Escape Artist skill
checks.
* Alertness: Ever vigilant, like an owl, the spirit animal
sharpens the senses of the Kai Lord, allowing him to
automatically make Perception skill checks if the DC
is 15 or less, without having to roll and a +2 bonus to
Initiative.
* Vitality: Strong and primal, like a lion or bear, the Kai
Lord gains some of the power inherent in his spirit animal.
This grants a constant +2 bonus to Strength and Constitution.
This also grants dark vision 60ft at will, advanced hearing
and advanced scent at will.
Kai Lords are able to see in total darkness and
they possess great natural speed and agility.
This grants +10 to base speed permanently
and +1 to DEXTERITY permanently.
They also have a superb sense of touch and taste
(all skillchecks related to touch as taste always succeeds).
Kai Lords with this skill enjoy increased mobility when
travelling across all types of terrain, whether on foot or on horseback.
This improved ability can be very useful when used
to outdistance a pursuing enemy. This counts as the mobility feat
This also grants Kai Discipline Hunting Tiers I to V
as well as Magnakai Discipline Huntmastery (Hunting) Tiers I to V.
ULTIMATE MIND OVER MATTER
The Kai Lord can now manipulate large objects and cast them
forward at great speed, effectively using them as weapons.
The object must weigh no more than 50 lb. and may be ‘thrown’
at any target within 60 feet of the Kai Lord. This is a free
action which can be performed once per round, requiring a
Concentration check (DC equals the target’s Armour Class).
The object will cause damage as if it were an improvised
weapon (of the appropiate size and weight),
unless it is actually a thrown weapon such as a
dagger, in which case it will cause normal damage for a
weapon of its type.
The Kai Lord that achieves this ability learns how
to mitigate or negate all elemental and
environmental effects. This is a constant
Discipline and reduces all elemental damage by 10 points
per instance. The Kai Lord does not suffer from physical
exposure and is immune to normal elemental effects like fire,
freezing cold and even natural lightning. Kai Lords with this
power are also immune to suffocation; they can hold their
breath indefinitely. This also renders a Kai
Lord immune to any instant death effects, including a fatal
blow dealt by the Dagger of Vashna.
This ability does not protect a Kai Lord against any
damage, effects or instant death effects that the DM/GM judges
or rules to be able to ignore this ability.
You gain resist to fire, gas and acid and you are able to
extinguish fire at will, resistance is equal to your current KAI level.
You gain telekinesis at will.
You are immune to fire, you are immune to gas,
you are immune to acid and you are able to extinguish fire at will.
Kai Lords who possess Mastery of this Discipline are able to feign death.
By placing themselves into a state of suspended animation,
outwardly they are able to achieve all semblance of being truly dead.
However, whilst in this state, the only sense that a
Kai Lord retains is the ability to hear.
This also grants Kai Discipline Mind over Matter Tiers I to V
as well as Magnakai Discipline Nexus (Mind over Matter) Tiers I to V.
ULTIMATE MIND BLAST
With a piercing psychic roar, the Kai Lord may expend
his entire mental reserve in one dreadful blast. Every
character, animal and monster within 60 feet, friend or foe,
will automatically suffer 2d6 points of psychic damage for
every character levels the Kai Lord possesses.
Any creatures that survive this attack will be stunned
for the entire round and may not take any action (but are not
considered helpless). Though powerful, this attack is very
draining to the Kai Lord. He will be unable to use any of his
Mind- or Psi-Disciplines for one minute following the use of
this power.
Also you can set up disruptive vibrations in inanimate objects,
Fortitude DC 40 minus your current KAI level, and
cause confusion in the minds of unsophisticated enemies,
but only if the enemy fails Will save DC of 5 plus your
current KAI level.
A Kai Lord may choose to spend 1 HITPOINT to add 8 to
your base attack in the current combat round as a mental effect.
A Kai Lord who possess mastery of this Discipline are able to
attack up to three enemies in psychic combat simultaneously,
when you roll to hit then select 3 enemies,
then select the highest AC amongst your 3 selected enemies,
if you beat that AC then all 3 enemies are
hit by your blow at the same time.
Kai Lords who possess mastery of this Discipline are able to
launch a Kai-blast — a pulse of intense psychic energy
which is capable of affecting both psychically active
and inactive enemies.
This form of psychic attack is very effective,
more so than a usual Kai-surge, Psi-surge, or Mindblast.
It can cause an enemy to lose between 1 and 20 HITPOINTS
in one attack.
A Kai Lord using Kai-blast determines the damage
inflicted on an enemy by rolling 1D20.
The result on the dice equals the damage inflicted.
However, use of a Kai-blast will reduce a Kai Lord's
current HITPOINTS total by 4.
It cannot be used in conjunction with any other
form of psychic attack.
This ability may be used a number of times per day equal to
half the total number of Kai Lord levels you have (rounded down).
This also grants Kai Discipline Mind Blast Tiers I to V
as well as Magnakai Discipline Psi-surge (Mind Blast) Tiers I to V.
ULTIMATE MINDSHIELD
This functions as Mindshield Tier V and it grants full
protection against any mindblast including ultimate mindblast.
This will also completely protect a Kai Lord against
all psychic damage inflicted upon the
Kai Lord.
You are immune to hypnosis, illusions, charms,
hostile telepathy, and posession.
Kai Lords are able to construct mind-fortresses
capable of protecting themselves and others.
You are able to create a 100 ft radius that grants
immunity to Kai Mindblast, this ability can be used at will.
Kai Lords who possess this Discipline are able to exercise
a defensive psychic skill known as Mindblend.
This cloaking ability enables a Kai Lord to protect
their mind and also prevent it from being detected by enemies.
Kai Lords who possess this Discipline are able to erect a
special psychic defence called Mindfort.
A Mindfort defence greatly reduces the effects of any
psychic shock that would normally paralyse or weaken a lesser mortal.
This ability allows you to always automatically pass any will save.
This also grants Kai Discipline Mindshield Tiers I to V
as well as Magnakai Discipline Psi-screen (Mindshield) Tiers I to V.
ULTIMATE SIXTH SENSE
By studying another character, the Kai Lord can always
guess their intentions or tell if they pose an immediate threat.
This is a free action that requires a Sense Motive check
opposed by half the target’s Will saving throw. If the Kai Lord
is successful, he will be able to tell if the target intends to
harm him or his plans. If he exceeds his opponent’s roll by
5 or more, he gleans a small flash of information regarding
the type of danger the target represents. This may alert the
Kai Lord to a poisoned dagger in the target’s pocket or his
intention to blackmail the character. While Sudden Foresight
will detect creatures, they may not actually be hostile to the
Kai Lord. This power will determine whether a creature has
any hidden agendas against him.
This Discipline grants the Kai Lord a powerful precognitive
sense. A Kai Lord with this ability constantly receives
instantaneous warnings of impending danger. This prevents the
Kai Lord from ever being flanked or flat-footed. In addition,
Foretelling gives the Kai Lord a general subconscious idea
of what action he might take to best protect himself; this
provides a +4 bonus to Armour Class and Reflex saves. This
bonus occurs even if the Kai Lord is helpless or denied his
Dexterity bonus to Armour Class for any reason.
Detect magic at will, detect invisibility at will,
detect hidden enemies at will,
telepathy at will, detect psychic residue and you gain
Astral Projection at will.
All friendly creatures in a 100ft cone centered on you, gain
Astral Projection for one hour per KAI level you have,
this abiliy can be used once each day at will.
By use of this Discipline, a Kai Lord is able to locate
a known or familiar material object. Initially the range
of this ability is limited to a 15-foot radius,
however this distance steadily increases as a Kai Lord
advances in rank. The range is 15 foot for each level
of Kai Lord you have.
Kai Lords who possess this Discipline are able to
communicate telepathically over great distances.
Initially the range of this ability is approximately 100 miles,
but this distance increases as a Kai Lord rises in rank.
The distance is 100 miles for each level of Kai Lord you have.
Kai Lords who possess this Discipline are able to alter their
body weight in order to walk successfully upon ANY kind of surface,
e.g. water, mud, lava, and quicksand.
Time duration increases as a Kai Lord rises in rank.
The duration is 1 hour for each level of Kai Lord you have.
The celestial bodies which occupy the skies above Magnamund have long
been known to affect the lives of its inhabitants. Mastery of this
Discipline enables a
Kai Grand Master to predict and shape the future by studying the relative
positions of the Sun, the Moon, and the myriad planets and stars.
The number and accuracy of these predictions increase as a Kai Grand Master
advances in rank. This works as the epic spell Foresee.
You may cast this spell once each day and your caster
level is equal to your Kai levels.
Kai Grand Master Superiors who possess this Discipline are skilled in
the use of all mechanical devices designed to measure and/or observe
the cosmology of the planet.
Such devices include sextants, astrolabes, and orreries.
All skill checks related to this automatically succeeds.
Kai Grand Sentinels who possess this Discipline are able to
detect psychic residues left on an object by its owner.
The more valuable the object is to its owner,
the stronger will be the lingering psychic attachment.
The majority of everyday or shared objects do not retain such residues.
All skill checks related to this automatically succeeds.
Kai Grand Defenders who possess this Discipline are skilled in the use of
all common astrological devices used to predict future events.
Such devices include cards, dice, and crystal spheres.
All skill checks related to this automatically succeeds.
But the knowledge obtainable using this is limited at the DM's discretion.
Kai Sun Knights who have this Discipline are skilled in the art of
chiromancy — the ability to tell fortunes from the skin creases and
patterns found on the palms of hands.
All skill checks related to this automatically succeeds.
But the knowledge obtainable using this is limited at the DM's discretion.
Kai Sun Thanes who possess this Discipline are expert in the art of hypnotism.
By the use of a hypnotic stare, they are able to cause susceptible creatures
(up to three individuals at any one time)
willingly to carry out their orders. The number of creatures so affected —
and the duration of the effect — increases steadily as a Sun Thane advances
in Kai rank.
The number of creatures is 3 for each level of Kai you have.
The duration is 1 hour for each level of Kai Lord you have.
This does not work on enemies that are immune to mind affecting effects.
Will DC for enemy to avoid is equal to the number of Kai Lord levels you have.
This also grants Kai Discipline Sixth Sense Tiers I to V
as well as Magnakai Discipline Divination (Sixth Sense) Tiers I to V.
ULTIMATE TRACKING
A Kai Lord is so in tune with tracks at this Tier of ability,
few things can distract him from following his prey. When a
Kai Lord with Ultimate Tracking is on the trail of a creature,
he needs not make any checks to keep on track even if conditions
increase the skill DC. In addition, there are no longer
any conditions that pose any type of penalty for
the Kai Lords ability to track.
A Kai Lord this ability gains a rare and
precious gift; they become immune to powers of location
and detection. To activate Hidden Travels, the character must
remain in motion (moving at least 5 feet every round). While
they are moving no spell, Discipline, or psychic power can
detect them in any way. This Discipline can be combined
with Invisibility to literally disappear from both normal and
magical sight, but otherwise it grants no protection from being
physically spotted.
You are able to understand almost all languages, magical symbols, and hieroglyphics.
You are expert at reading footprints and tracks.
You have an intuitive knowledge of the compass points and can detect the threat of an
enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain
without leaving tracks.
You can converse with sentient creatures and mask yourself
from psychic spells of detection.
Kai Lords with this ability are able to avoid entrapment by hostile plants.
Also they are always aware of ambush, or the threat of ambush, in woods and dense forests.
Kai Lords who possess this skill are able to predict the weather accurately for
the forthcoming 3 hours. The range of this ability is an area 10 square miles
around the Kai Lord.
Duration and range steadily increase as a Kai Lord rises in rank.
The range is 10 square miles for each level of Kai Lord you have.
The duration is 3 hours for each level of Kai Lord you have.
Kai Lords with this skill are able to repel at will all normal-sized insects within
a radius of three yards. The range and number of insects so affected
increase considerably as a Kai Lord rises in rank.
The number of insect swarms affected is equal to the number of Kai Lord levels you have.
The effective radius is 3 yards for each level of Kai Lord you have.
Kai Lords with this skill are able to see, with perfect accuracy, light in the infrared spectrum,
i.e. they can see the complex patterns generated by heat in near or total darkness.
They can also see light in the ultraviolet spectrum.
Kai Lords with this skill are able to protect themselves from the effects of being
struck by natural electrical discharges, i.e. lightning. they are immune to electricity.
This also grants Kai Discipline Tracking Tiers I to V
as well as Magnakai Discipline Pathsmanship (Tracking) Tiers I to V.
ULTIMATE WEAPONSKILL
Upon attaining ultimate Weaponskill, the Kai Lord has
few equals in battle and can readily use any weapon he can
lay his hands on with equal ability. The Kai Lord now gains
a +2 bonus to attack rolls with all ranged and melee attacks,
regardless of the weapon being used. All chosen weapons
that are already benefiting from this bonus instead gain a +4
bonus to damage when used. All used weapons also gains
the following advantages;
whilst the Kai Lord wields any weapon,
he gains a +1 bonus to his Armour Class and a +4 bonus to
resist disarm attempts targeting his weapon. In addition, all
ranged weapons in the hands of the Kai Lord have their range
increments increased by 50%.
Kai Lords who possess this Discipline are, when physically
parted from their Kai Weapon, able to detect its location.
This power of detection will pass through solid objects,
with the notable exception of lead.
Range of detection steadily increase as a Grand Master rises in rank.
Range can be calculated as 100ft for each level of KAI you have.
Kai Lords with this Discipline are able to wield two-handed weapons
(i.e. Broadsword, Quarterstaff, and Spear) with full effect
using only one hand.
Kai Lords with this Discipline are able to cause the metal edge
of any non-magical weapon to ignite and burn fiercely.
When a Weapon thus affected is used in combat, it inflicts an
additional 1 FORTITUDE point loss upon an enemy in
every successful round of combat.
This ability cannot be used with a wholly
wooden Weapon such as a Quarterstaff.
This also grants Kai Discipline Weaponskill Tiers I to V
as well as Magnakai Discipline Weaponmastery (Weaponskill) Tiers I to V.
NEW FEATS:
SPIRIT OF THE KAI: You have a spirit guide that occasionally is able to help and guide you.
Old Kingdom Magic:
Old Kingdom Magic, Under the tutelage of Lone Wolf the immortal,
you have been able to master the rudimentary skills of Old Kingdom battle-magic.
These arcane skills include the use of 3 basic Old Kingdom Spells, such as Shield,
Power Word Kill, and Invisible Fist (spell D6 Sneak Attack for each caster/Kai Lord level you have).
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these spells once each day using your Kai Lord level as caster level.
Kai Lords who have reached the rank of Kai Grand Guardian are able to use the
following battle-spells of the Elder Magi:
Shatter — This causes breakable items such as bottles, jugs, mirrors, windows, etc.,
to shatter to pieces.
The range of this spell increases as a Grand Master rises in rank.
Flame Arrow — This causes the tip of any Arrow, or Arrow-like missile, to burn fiercely
with a magical flame which cannot readily be extinguished by normal means.
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these sells once each day using your KAI level as caster level.
Kai Grand Masters who have reached the rank of Sun Lord are able to use the following
battle-spells of the Elder Magi:
Acid Arrow — A magical arrow of acid launched by a Kai Sun Lord, springs from your
hand and speeds to its target.
Shocking Grasp — This spell enables a Kai Sun Lord to discharge a powerful electrical
force into anything he or she touches.
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these sells once each day using your Kai Lord level as caster level.
Brotherhood Magic:
Brotherhood Magic, Under the tutelage of the immortals Lone Wolf and
Guildmaster Banedon (the leader of Sommerlund's Guild of Magicians),
you have mastered the elementary spells
of the Brotherhood of the Crystal Star. These spells include
Call Lightning, Greater Levitate, and Charm Person.
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these sells once each day using your Kai Lord level as caster level.
Kai Lord who have reached the rank of Kai Sun Knight are able to use the following Brotherhood Spells:
Deflect Arrows — This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts)
which may pose an immediate
threat to the life of a KAI Sun Knight, to cease its flight and return.
Bull's Strength — By casting this spell, a Kai Sun Knight is able to greatly increase his or her
physical strength for a
short duration. It can be used to lift or move heavy objects or in combat.
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these sells once each day using your Kai level as caster level.
Kai Grand Masters who have reached the rank of Kai Sun Thane are able to use the following Brotherhood Spells:
Feather Fall — By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling,
thereby avoiding damage upon landing while the spell is in effect.
Water Breathing — Using this spell, a Kai Sun Thane is able to breathe underwater.
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these sells once each day using your Kai level as caster level.
Kai-Alchemy:
Kai Lords are able to condense pure water out of the surrounding air.
This water can be made to fall as a fine spray or as a sudden deluge.
It can also be made to fill any suitable
container or receptacle. Using this feat,
Kai Grand Master Superiors can once a day create the equivalent of
one large bucketful of fresh water.
Kai Grand Sentinels who possess this skill are able to charge particles of
air electrically around any man-sized or smaller object.
The particles will automatically discharge and cause 1D6 electrical damage
should the affected object be
touched or opened. Kai Grand Sentinels are able to handle a charged object without
discharging it.
By using this feat, Kai Grand Defenders are able to summon up a dense, misty vapour
to obscure themselves from both normal vision and darkvision.
This mist will occur within 5 feet of the Kai Grand Defender and will last for a number
of minutes equal to the number of Kai levels you have.
The mist fills 15ft by 15ft and can expand its range by 5ft for each level of Kai you have.
Range and duration increase as a Grand Master rises in rank.
Through the use of this feat, Kai Grand Guardians are able to protect themselves from the
effects of storm-force winds by creating a sphere of calm air around their bodies.
Initially this protective bubble lasts for one minute, but duration steadily increases as a
Kai Grand Master ascends in Kai rank.
This protective bubble last a number of minutes equal to your current number of Kai levels.
Kai Sun Thanes who possess this feat are able to accelerate greatly the oxidation (rusting)
of ferrous metals simply by touch alone.
The longer the metallic item is touched by a Kai Sun Thane, the more damaging will be the effect.
This is equal to the spell Rusting Grasp. The spell can be used at will as many times as you want.
The caster level of the spell is equal to your current number of Kai Lord levels.
You have learned to manipulate the four basic elements: Earth, Air, Fire, and Water.
By drawing upon individual elements that are available,
or combinations thereof, he is able to detach, affix, increase,
concentrate, intensify, remove, or accelerate this matter to fulfil a specific purpose,
e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire.
The versatility of this Discipline increases as a Kai Lord advances in rank.
This ability allows you to once each day cast one of each of the following spells
using your Kai Lord level as caster level (the spell level available depends on your class level):
LEVEL 1 and 2
0— Dancing lights, flare, light, nature's hand(as mage hand), create water, ray of frost,
cure minor wounds
LEVEL 3 and 4
1st— Magic stone, burning hands, entangle, endure elements, obscuring mist, faerie fire, good berry,
produce flame, cure light wounds
LEVEL 5 and 6
2nd— Darkness, pyrotechnics, whisper wind, wind wall, soften earth & stone, barkskin, fog cloud,
fire trap, flaming sphere, gust of wind, tree shape, wood shape, cure moderate wounds
LEVEL 7 and 8
3rd— Daylight, continual flame, searing light, stone shape, water breathing, water walk, plant growth,
meld into stone, command plants, diminish plants, fireball, cure sirious wounds
LEVEL 9 and 10
4th— Speak with plants, control water, air walk, spike stones, wall of fire, fire shield, flame strike,
ice storm, commune with nature, tree stride, stone skin, solid fog, wall of ice, cure critical wounds
LEVEL 11 and 12
5th— Control winds, wall of stone, wall of thorns, cone of cold, transmute mud to rock, transmute rock to mud
LEVEL 13 and 14
6th— Animate plants, wind walk, chain lightning, fire seeds, repel wood, spell staff, live oak,
otilukes freezing sphere, stone to flesh, move earth
LEVEL 15 and 16
7th— Control weather, earth quake, fire storm, sun beam, transmute metal to wood, delayed blast fireball
LEVEL 17 and 18
8th— Whirlwind, incendiary cloud, control plants, sunburst, repel metal or stone, polar ray
LEVEL 19 and 20
9th— Storm of vengeance, elemental swarm (any element), shambler, inprisonment.
Bardic Knowledge:
A Kai Lord is a multi-talented performer, proficient in the use of any musical instrument.
He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect,
and stimulate a wide range of emotions among sentient creatures.
You always succeed in skill checks for playing an instrument, telling tales,
mimic speech, mimic dialect and simulate emotions.
Kai Grand Master Superiors are able to utilize their musical skills to pacify an excited or hostile animal.
Kai Grand Sentinels are able to use their singing or playing to counter a hostile sonic attack.
The effective use and range of this sonic defence steadily increase as a Grand Master rises in rank.
The chance of successfully avoiding a sonic attack is 3% for each of your current number of Kai levels.
The range of the protective bubble centered on you is 5ft for each of your current number of Kai levels.
Kai Grand Defenders are able to use their musical skills to pacify
(and/or implant a suggestion into the mind of) an intelligent creature within audible range.
This is similar in effect to the Brotherhood Spell Mind Charm
(Kai-alchemy, also known as the charm person spell).
You cast this spell as a bard with a caster level equal to your current number of Kai levels.
You may cast this bard music spell a number of times per day equal to your current number of Kai levels.
Kai Sun Knights who possess mastery of this Discipline are able to use their musical skills
to launch sonic attacks against any individual within audible range.
The effect of a sonic attack is dependent upon the target creature's sensitivity to sound
(i.e. a deaf creature would be unaffected by such an attack).
The sonic attack does 1D6 of damage for each of your current Kai levels.
The Fortitude DC to resist is equal to your current number of Kai levels.
Kai Sun Lords with this feat are able to direct their musical abilities to disrupt
the structure of inanimate breakable objects, e.g. glass, ceramics, urns, flasks,
causing them to explode violently. Any person or creature in close proximity to the
destroyed object risks injury from flying fragments.
Any breakable object will be destroyed and anyone within a range of 15ft will suffer
D6 damage if they fail a fortitude DC save of 20.
---
what do you think ?
I planned on making a regular base class + prestige, but later I discovered there was already an official KAI lord base class
so I instead created homebrew epic class addition, based on the diff between my own base + epic class and
the official base class...
EPIC KAI LORD (D20)
level / base attack bonusses / fortitude save / reflex save / will save / special / title
21th +21/+16/+11/+6/+1 +13 +6 +6 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Grand Master Senior
22th +22/+17/+12/+7/+2 +14 +7 +7 YOU GAIN A NEW ORDER KAI EPIC MASTER MAGNAKAI DISCIPLINE KAI Grand Master Superior
23th +23/+18/+13/+8/+3 +15 +8 +8 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Grand Sentinel
24th +24/+19/+14/+9/+4 +16 +9 +9 YOU GAIN ONE ADDITIONAL NEW ORDER KAI EPIC MASTER MAGNAKAI DISCIPLINE KAI Grand Defender
25th +25/+20/+15/+10/+5 +17 +10 +10 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Grand Guardian
26th +26/+21/+16/+11/+6/+1 +18 +11 +11 YOU GAIN TWO ADDITIONAL NEW ORDER KAI EPIC MASTER MAGNAKAI DISCIPLINE KAI Sun Knight
27th +27/+22/+17/+12/+7/+2 +19 +12 +12 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Sun Lord
28th +28/+23/+18/+13/+8/+3 +20 +13 +13 YOU GAIN TWO ADDITIONAL NEW ORDER KAI EPIC MASTER MAGNAKAI DISCIPLINE KAI Sun Thrane
29th +29/+24/+19/+14/+9/+4 +21 +14 +14 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Grand Thrane
30th +30/+25/+20/+15/+10/+5 +22 +15 +15 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Grand Crown
31th +31/+26/+21/+16/+11/+6/+1 +21 +14 +14 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Sun Prince
32th +32/+27/+22/+17/+12/+7/+2 +22 +15 +15 BONUS FEAT and YOU GAIN +1 to STR, DEX, CON, INT, WIS & CHA KAI Surpreme Master
-------------------------------------------------------------------------
NEW ORDER KAI EPIC MASTER MAGNAKAI DISCIPLINE
ULTIMATE ANIMAL KINSHIP
Once the Kai Lord has mastered the principles of Animal
Kinship, he strives to increase his knowledge of the natural
world and so gains an incredible understanding that few others
can ever hope to attain.
The Kai Lord may now communicate with all animal species (see ANIMAL KINSHIP Tier IV)
and he can use Animal Kinship ability with all monster species of
Intelligence 2 or less (see the Bestiary Chapter)
For example, he could order a doomwolf to attack if he so
wished.
This ultimate improvement of the teachings of Animal Control
grants a Kai Lord the ability to bind an animal of as many End
Dice as his Charisma modifier (minimum of 2) and command
it to perform any action, even leave its home environs or fight
on his behalf. This ability is always successful but the Kai
Lord must be within 15 ft of the animal in order to
use the ability. The animal will accompany the Kai Lord for
a number of days equal to his character level before loping off
home – further uses of this power will affect the creature again.
A Kai Lord may use this ability at will but may
only maintain a number of True Companions equal to his
Wisdom modifier (minimum 1) at any one time. There is no initial
Endurance cost to bond with an animal.
Kai Lords who possess this Discipline are able to deter predatory
animals in the wild by exuding a scent which is repellent to them.
In order for this improved Discipline to work effectively,
a Kai Lord must be aware of the species of
predatory animal he/she wishes to deter.
The scent can only be detected by the targeted animal.
Kai Lords with this Discipline are able to command an animal
to fall asleep at will. No animals may be able to resist this command;
The duration of effect and the number of animals which can be affected
at one time will increase as a Kai Lord rises in rank.
The duration can be calculated as 1 hour for each level of Kai Lord you have,
you may however choose to make an animal sleep for less than
your allowed maximum time.
The number of animals can be calculated as 1 for each level of Kai Lord
you have, you may however choose to affect a smaller
number of animals than your maximum allowed number.
This also allows a Kai Lord to identify readily any substance derived
from living or growing organic material.
He is aware of any secret uses to which an organic material may be put,
and skilled in effecting the release of a substance's medicinal
and/or magical properties.
All skill checks related to this automatically succeeds and any
herb related skill checks always succeeds.
Through knowledge and use of common plants, Kai Lords who have this
Discipline are able to make contaminated or rotten food fit
for human consumption
(this works like Purify Food and Drink using you Kai Lord level as caster level.
You may use this effect at will as many times a day as you want).
Kai Lords who have this Discipline are able to purify water,
thereby making contaminated or briny water suitable for consumption.
Roughly two pints of water per day can be purified using this skill alone.
This daily total steadily increases as a Kai Lord advances in rank.
The daily amount is two pints of water for each level of Kai you have.
Kai Lords who possess this Discipline are able to neutralize any poisonous
toxins that may be present in organic materials such as plants, berries, and fruits.
Through the use of this skill, the transformation of toxins results in a restoration
of hitpoints and strength when the previously poisonous matter is swallowed.
The amount of strength and hitpoints that can be restored are equal to the
number of Kai Lord levels you have.
Kai Lords who possess this Discipline are able to use their advanced knowledge
of Herbmastery to produce explosive compounds from simple organic materials.
An explosive compound made using this skill will cause 1D6 of damage
to everyone within a range of 15ft.
Kai Lords who possess mastery of this Discipline are able to alter the
temperature of water by touch. By using this skill they are able to transform water into
ice and vice versa. The volume of water affected and the duration of effect both
increase as a Kai Lord rises in rank.
The volume is 1 gallon for each level of Kai Lord you have.
The duration is 1 hour for each level of Kai Lord you have.
Kai Lords who possess this Discipline are able to cause living plants,
e.g. grasses, bushes, flowers, weeds, rushes, to entwine themselves
around the limbs of hostile creatures,
thereby hampering their free movement.
This works like the entangle spell using your current Kai Lord level as the caster level.
You may use this effect a number of times per day equal to your current Kai Lord level.
This also grants Kai Discipline Animal Kinship Tiers I to V
as well as Magnakai Discipline Animal Control (Animal Kinship) Tiers I to V.
ULTIMATE CAMOUFLAGE
The Kai Lord has become skilled enough
in False Faces that he can instantly disguise himself
even as a member of a nonhuman
race, aminal or monster. He can change the colour and texture of his skin
and change his height and weight by up to one-fifth in either
direction. Note that this ALSO grants him the ability to
speak the language of the race, animal or monster.
This power allows the Kai Lord to use the Stealth skill even
while being observed directly and in plain sight. Lighting
conditions do not matter, as this Discipline practically makes
the Kai Lord invisible for a few fleeting seconds. This grants
the Kai Lord an automatic success on the Stealth skill check
regardless of any opponents’ Perception scores. Even opponents
able to see invisible targets will be fooled, and
creatures with the scent ability.
This also grants the following once each day:
invisibility at will,
mask any sound at will,
mask your own body heat and scent at will,
change physical apperance at will.
You may use ultimate camouflage on all within a 100 ft radius
centered on you at will.
Kai Lords who possess this skill are able to create a noise and
project it up to 15 yards away from their location.
The noise is akin to the rumbling sound of thunder and it can be
used to distract or divert an enemy's attention.
This improved Discipline requires a degree of preparation and
therefore it cannot be used during combat.
Kai Lords who possess this skill are able to summon a cloud of
fog-like vapour within 15 yards of their location.
This fog will obscure both normal vision and infravision.
The duration of the fog increases as a Grand Master rises in rank.
The duration is calculated as 1 hour for each level of Kai Lord you have.
Kai Lords who possess this skill are able to cause the outline of their
bodies to become blurred and indistinct.
By so doing, they can avoid any magical and/or non-magical
missiles directed at them.
This also grants Kai Discipline Camouflage Tiers I to V
as well as Magnakai Discipline Invisibility (Camouflage) Tiers I to V.
ULTIMATE HEALING
This allows the Kai Lord to
apply his Healing Discipline to all manner of creatures, not
just humans. The Kai Lord may use any Healing ability on
non-human characters, animals and monsters without penalty.
Even Creatures immune to critical hits can be aided with this
skill.
If a Kai Lord can reach a slain target within one day of death,
he may attempt to bring them back to life.
This is a difficult Discipline to master and has no guarantee
of success. The slain target must make a Fortitude save
using the Kai Lord’s base Fortitude bonus plus their own
Constitution modifier, against a DC 20. Restored creatures
have 1 Endurance but may be healed through magic, Heal
skill checks, or Disciplines.
The Kai Lord also gains regeneration 1 hit point each round.
Kai Lords are able to use their healing power to repair serious battle-wounds.
If, while in combat, their HITPOINTS is reduced to 8 points or less,
they can draw upon their mastery to restore 20 HITPOINTS.
This emergency ability can only be used at will once every 20 days.
Kai Lords who possess this Discipline have the ability to repair the effects
of natural decay in materials such as wood, stone, cloth, metal, etc.
simply by touching the decaying object,
a Kai Lord is able to reverse damage caused by rot, rust, or mould.
Kai Lords who possess this skill are able to repair serious wounds
sustained by creatures other than themselves.
By the laying of hands upon the affected creature's body,
a Kai Lord can cause an open wound (or other serious injury) to mend itself.
The speed at which this healing process takes place increases
as a Kai Lord rises in rank.
This works as a paladins Lay on Hands ability,
when using lay on hands then your current Kai Lord levels counts as
a paladin of equal level using the lay on hands ability.
Kai Lords who possess this skill are able to conduct a Kai Exorcism.
This ritual will banish any evil supernatural force that has
taken possession of any goodly creature or object.
This also grants Kai Discipline Healing Tiers I to V
as well as Magnakai Discipline Curing (Healing) Tiers I to V.
ULTIMATE HUNTING
The Kai Lord is so in tune with his immediate surroundings
that it is impossible for an enemy to creep up on him unawares.
The Kai Lord cannot be surprised by any means. This ability
also ensures that in any area, even in an area that
is completely barren, a Kai Lord can always find
enough food and water to keep himself and up to 5 others
nourished. These are rarely enjoyable repasts but they will
stave off hunger and thirst.
Kai Lords are typically named after their spirit animal, a
creature that resonates within their soul. At this Tier of ability,
that spirit animal manifests fully and grants the Kai Lord some
of its power. The Kai Lord gains ALL of the following powers,
as befits their character’s animalistic side.
* Scent: The Kai Lord, like a wolf, can detect approaching
enemies, sniff out hidden foes and track by sense of smell.
See page 262 of D20 Lone Wolf core rulebook for more information.
* Climb: Renowned for its agility, like a squirrel or
mongoose, the spirit animal makes it that much easier for
the Kai Lord to climb and cavort. The Kai Lord gains a
+4 bonus to all Acrobatics, Climb and Escape Artist skill
checks.
* Alertness: Ever vigilant, like an owl, the spirit animal
sharpens the senses of the Kai Lord, allowing him to
automatically make Perception skill checks if the DC
is 15 or less, without having to roll and a +2 bonus to
Initiative.
* Vitality: Strong and primal, like a lion or bear, the Kai
Lord gains some of the power inherent in his spirit animal.
This grants a constant +2 bonus to Strength and Constitution.
This also grants dark vision 60ft at will, advanced hearing
and advanced scent at will.
Kai Lords are able to see in total darkness and
they possess great natural speed and agility.
This grants +10 to base speed permanently
and +1 to DEXTERITY permanently.
They also have a superb sense of touch and taste
(all skillchecks related to touch as taste always succeeds).
Kai Lords with this skill enjoy increased mobility when
travelling across all types of terrain, whether on foot or on horseback.
This improved ability can be very useful when used
to outdistance a pursuing enemy. This counts as the mobility feat
This also grants Kai Discipline Hunting Tiers I to V
as well as Magnakai Discipline Huntmastery (Hunting) Tiers I to V.
ULTIMATE MIND OVER MATTER
The Kai Lord can now manipulate large objects and cast them
forward at great speed, effectively using them as weapons.
The object must weigh no more than 50 lb. and may be ‘thrown’
at any target within 60 feet of the Kai Lord. This is a free
action which can be performed once per round, requiring a
Concentration check (DC equals the target’s Armour Class).
The object will cause damage as if it were an improvised
weapon (of the appropiate size and weight),
unless it is actually a thrown weapon such as a
dagger, in which case it will cause normal damage for a
weapon of its type.
The Kai Lord that achieves this ability learns how
to mitigate or negate all elemental and
environmental effects. This is a constant
Discipline and reduces all elemental damage by 10 points
per instance. The Kai Lord does not suffer from physical
exposure and is immune to normal elemental effects like fire,
freezing cold and even natural lightning. Kai Lords with this
power are also immune to suffocation; they can hold their
breath indefinitely. This also renders a Kai
Lord immune to any instant death effects, including a fatal
blow dealt by the Dagger of Vashna.
This ability does not protect a Kai Lord against any
damage, effects or instant death effects that the DM/GM judges
or rules to be able to ignore this ability.
You gain resist to fire, gas and acid and you are able to
extinguish fire at will, resistance is equal to your current KAI level.
You gain telekinesis at will.
You are immune to fire, you are immune to gas,
you are immune to acid and you are able to extinguish fire at will.
Kai Lords who possess Mastery of this Discipline are able to feign death.
By placing themselves into a state of suspended animation,
outwardly they are able to achieve all semblance of being truly dead.
However, whilst in this state, the only sense that a
Kai Lord retains is the ability to hear.
This also grants Kai Discipline Mind over Matter Tiers I to V
as well as Magnakai Discipline Nexus (Mind over Matter) Tiers I to V.
ULTIMATE MIND BLAST
With a piercing psychic roar, the Kai Lord may expend
his entire mental reserve in one dreadful blast. Every
character, animal and monster within 60 feet, friend or foe,
will automatically suffer 2d6 points of psychic damage for
every character levels the Kai Lord possesses.
Any creatures that survive this attack will be stunned
for the entire round and may not take any action (but are not
considered helpless). Though powerful, this attack is very
draining to the Kai Lord. He will be unable to use any of his
Mind- or Psi-Disciplines for one minute following the use of
this power.
Also you can set up disruptive vibrations in inanimate objects,
Fortitude DC 40 minus your current KAI level, and
cause confusion in the minds of unsophisticated enemies,
but only if the enemy fails Will save DC of 5 plus your
current KAI level.
A Kai Lord may choose to spend 1 HITPOINT to add 8 to
your base attack in the current combat round as a mental effect.
A Kai Lord who possess mastery of this Discipline are able to
attack up to three enemies in psychic combat simultaneously,
when you roll to hit then select 3 enemies,
then select the highest AC amongst your 3 selected enemies,
if you beat that AC then all 3 enemies are
hit by your blow at the same time.
Kai Lords who possess mastery of this Discipline are able to
launch a Kai-blast — a pulse of intense psychic energy
which is capable of affecting both psychically active
and inactive enemies.
This form of psychic attack is very effective,
more so than a usual Kai-surge, Psi-surge, or Mindblast.
It can cause an enemy to lose between 1 and 20 HITPOINTS
in one attack.
A Kai Lord using Kai-blast determines the damage
inflicted on an enemy by rolling 1D20.
The result on the dice equals the damage inflicted.
However, use of a Kai-blast will reduce a Kai Lord's
current HITPOINTS total by 4.
It cannot be used in conjunction with any other
form of psychic attack.
This ability may be used a number of times per day equal to
half the total number of Kai Lord levels you have (rounded down).
This also grants Kai Discipline Mind Blast Tiers I to V
as well as Magnakai Discipline Psi-surge (Mind Blast) Tiers I to V.
ULTIMATE MINDSHIELD
This functions as Mindshield Tier V and it grants full
protection against any mindblast including ultimate mindblast.
This will also completely protect a Kai Lord against
all psychic damage inflicted upon the
Kai Lord.
You are immune to hypnosis, illusions, charms,
hostile telepathy, and posession.
Kai Lords are able to construct mind-fortresses
capable of protecting themselves and others.
You are able to create a 100 ft radius that grants
immunity to Kai Mindblast, this ability can be used at will.
Kai Lords who possess this Discipline are able to exercise
a defensive psychic skill known as Mindblend.
This cloaking ability enables a Kai Lord to protect
their mind and also prevent it from being detected by enemies.
Kai Lords who possess this Discipline are able to erect a
special psychic defence called Mindfort.
A Mindfort defence greatly reduces the effects of any
psychic shock that would normally paralyse or weaken a lesser mortal.
This ability allows you to always automatically pass any will save.
This also grants Kai Discipline Mindshield Tiers I to V
as well as Magnakai Discipline Psi-screen (Mindshield) Tiers I to V.
ULTIMATE SIXTH SENSE
By studying another character, the Kai Lord can always
guess their intentions or tell if they pose an immediate threat.
This is a free action that requires a Sense Motive check
opposed by half the target’s Will saving throw. If the Kai Lord
is successful, he will be able to tell if the target intends to
harm him or his plans. If he exceeds his opponent’s roll by
5 or more, he gleans a small flash of information regarding
the type of danger the target represents. This may alert the
Kai Lord to a poisoned dagger in the target’s pocket or his
intention to blackmail the character. While Sudden Foresight
will detect creatures, they may not actually be hostile to the
Kai Lord. This power will determine whether a creature has
any hidden agendas against him.
This Discipline grants the Kai Lord a powerful precognitive
sense. A Kai Lord with this ability constantly receives
instantaneous warnings of impending danger. This prevents the
Kai Lord from ever being flanked or flat-footed. In addition,
Foretelling gives the Kai Lord a general subconscious idea
of what action he might take to best protect himself; this
provides a +4 bonus to Armour Class and Reflex saves. This
bonus occurs even if the Kai Lord is helpless or denied his
Dexterity bonus to Armour Class for any reason.
Detect magic at will, detect invisibility at will,
detect hidden enemies at will,
telepathy at will, detect psychic residue and you gain
Astral Projection at will.
All friendly creatures in a 100ft cone centered on you, gain
Astral Projection for one hour per KAI level you have,
this abiliy can be used once each day at will.
By use of this Discipline, a Kai Lord is able to locate
a known or familiar material object. Initially the range
of this ability is limited to a 15-foot radius,
however this distance steadily increases as a Kai Lord
advances in rank. The range is 15 foot for each level
of Kai Lord you have.
Kai Lords who possess this Discipline are able to
communicate telepathically over great distances.
Initially the range of this ability is approximately 100 miles,
but this distance increases as a Kai Lord rises in rank.
The distance is 100 miles for each level of Kai Lord you have.
Kai Lords who possess this Discipline are able to alter their
body weight in order to walk successfully upon ANY kind of surface,
e.g. water, mud, lava, and quicksand.
Time duration increases as a Kai Lord rises in rank.
The duration is 1 hour for each level of Kai Lord you have.
The celestial bodies which occupy the skies above Magnamund have long
been known to affect the lives of its inhabitants. Mastery of this
Discipline enables a
Kai Grand Master to predict and shape the future by studying the relative
positions of the Sun, the Moon, and the myriad planets and stars.
The number and accuracy of these predictions increase as a Kai Grand Master
advances in rank. This works as the epic spell Foresee.
You may cast this spell once each day and your caster
level is equal to your Kai levels.
Kai Grand Master Superiors who possess this Discipline are skilled in
the use of all mechanical devices designed to measure and/or observe
the cosmology of the planet.
Such devices include sextants, astrolabes, and orreries.
All skill checks related to this automatically succeeds.
Kai Grand Sentinels who possess this Discipline are able to
detect psychic residues left on an object by its owner.
The more valuable the object is to its owner,
the stronger will be the lingering psychic attachment.
The majority of everyday or shared objects do not retain such residues.
All skill checks related to this automatically succeeds.
Kai Grand Defenders who possess this Discipline are skilled in the use of
all common astrological devices used to predict future events.
Such devices include cards, dice, and crystal spheres.
All skill checks related to this automatically succeeds.
But the knowledge obtainable using this is limited at the DM's discretion.
Kai Sun Knights who have this Discipline are skilled in the art of
chiromancy — the ability to tell fortunes from the skin creases and
patterns found on the palms of hands.
All skill checks related to this automatically succeeds.
But the knowledge obtainable using this is limited at the DM's discretion.
Kai Sun Thanes who possess this Discipline are expert in the art of hypnotism.
By the use of a hypnotic stare, they are able to cause susceptible creatures
(up to three individuals at any one time)
willingly to carry out their orders. The number of creatures so affected —
and the duration of the effect — increases steadily as a Sun Thane advances
in Kai rank.
The number of creatures is 3 for each level of Kai you have.
The duration is 1 hour for each level of Kai Lord you have.
This does not work on enemies that are immune to mind affecting effects.
Will DC for enemy to avoid is equal to the number of Kai Lord levels you have.
This also grants Kai Discipline Sixth Sense Tiers I to V
as well as Magnakai Discipline Divination (Sixth Sense) Tiers I to V.
ULTIMATE TRACKING
A Kai Lord is so in tune with tracks at this Tier of ability,
few things can distract him from following his prey. When a
Kai Lord with Ultimate Tracking is on the trail of a creature,
he needs not make any checks to keep on track even if conditions
increase the skill DC. In addition, there are no longer
any conditions that pose any type of penalty for
the Kai Lords ability to track.
A Kai Lord this ability gains a rare and
precious gift; they become immune to powers of location
and detection. To activate Hidden Travels, the character must
remain in motion (moving at least 5 feet every round). While
they are moving no spell, Discipline, or psychic power can
detect them in any way. This Discipline can be combined
with Invisibility to literally disappear from both normal and
magical sight, but otherwise it grants no protection from being
physically spotted.
You are able to understand almost all languages, magical symbols, and hieroglyphics.
You are expert at reading footprints and tracks.
You have an intuitive knowledge of the compass points and can detect the threat of an
enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain
without leaving tracks.
You can converse with sentient creatures and mask yourself
from psychic spells of detection.
Kai Lords with this ability are able to avoid entrapment by hostile plants.
Also they are always aware of ambush, or the threat of ambush, in woods and dense forests.
Kai Lords who possess this skill are able to predict the weather accurately for
the forthcoming 3 hours. The range of this ability is an area 10 square miles
around the Kai Lord.
Duration and range steadily increase as a Kai Lord rises in rank.
The range is 10 square miles for each level of Kai Lord you have.
The duration is 3 hours for each level of Kai Lord you have.
Kai Lords with this skill are able to repel at will all normal-sized insects within
a radius of three yards. The range and number of insects so affected
increase considerably as a Kai Lord rises in rank.
The number of insect swarms affected is equal to the number of Kai Lord levels you have.
The effective radius is 3 yards for each level of Kai Lord you have.
Kai Lords with this skill are able to see, with perfect accuracy, light in the infrared spectrum,
i.e. they can see the complex patterns generated by heat in near or total darkness.
They can also see light in the ultraviolet spectrum.
Kai Lords with this skill are able to protect themselves from the effects of being
struck by natural electrical discharges, i.e. lightning. they are immune to electricity.
This also grants Kai Discipline Tracking Tiers I to V
as well as Magnakai Discipline Pathsmanship (Tracking) Tiers I to V.
ULTIMATE WEAPONSKILL
Upon attaining ultimate Weaponskill, the Kai Lord has
few equals in battle and can readily use any weapon he can
lay his hands on with equal ability. The Kai Lord now gains
a +2 bonus to attack rolls with all ranged and melee attacks,
regardless of the weapon being used. All chosen weapons
that are already benefiting from this bonus instead gain a +4
bonus to damage when used. All used weapons also gains
the following advantages;
whilst the Kai Lord wields any weapon,
he gains a +1 bonus to his Armour Class and a +4 bonus to
resist disarm attempts targeting his weapon. In addition, all
ranged weapons in the hands of the Kai Lord have their range
increments increased by 50%.
Kai Lords who possess this Discipline are, when physically
parted from their Kai Weapon, able to detect its location.
This power of detection will pass through solid objects,
with the notable exception of lead.
Range of detection steadily increase as a Grand Master rises in rank.
Range can be calculated as 100ft for each level of KAI you have.
Kai Lords with this Discipline are able to wield two-handed weapons
(i.e. Broadsword, Quarterstaff, and Spear) with full effect
using only one hand.
Kai Lords with this Discipline are able to cause the metal edge
of any non-magical weapon to ignite and burn fiercely.
When a Weapon thus affected is used in combat, it inflicts an
additional 1 FORTITUDE point loss upon an enemy in
every successful round of combat.
This ability cannot be used with a wholly
wooden Weapon such as a Quarterstaff.
This also grants Kai Discipline Weaponskill Tiers I to V
as well as Magnakai Discipline Weaponmastery (Weaponskill) Tiers I to V.
NEW FEATS:
SPIRIT OF THE KAI: You have a spirit guide that occasionally is able to help and guide you.
Old Kingdom Magic:
Old Kingdom Magic, Under the tutelage of Lone Wolf the immortal,
you have been able to master the rudimentary skills of Old Kingdom battle-magic.
These arcane skills include the use of 3 basic Old Kingdom Spells, such as Shield,
Power Word Kill, and Invisible Fist (spell D6 Sneak Attack for each caster/Kai Lord level you have).
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these spells once each day using your Kai Lord level as caster level.
Kai Lords who have reached the rank of Kai Grand Guardian are able to use the
following battle-spells of the Elder Magi:
Shatter — This causes breakable items such as bottles, jugs, mirrors, windows, etc.,
to shatter to pieces.
The range of this spell increases as a Grand Master rises in rank.
Flame Arrow — This causes the tip of any Arrow, or Arrow-like missile, to burn fiercely
with a magical flame which cannot readily be extinguished by normal means.
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these sells once each day using your KAI level as caster level.
Kai Grand Masters who have reached the rank of Sun Lord are able to use the following
battle-spells of the Elder Magi:
Acid Arrow — A magical arrow of acid launched by a Kai Sun Lord, springs from your
hand and speeds to its target.
Shocking Grasp — This spell enables a Kai Sun Lord to discharge a powerful electrical
force into anything he or she touches.
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these sells once each day using your Kai Lord level as caster level.
Brotherhood Magic:
Brotherhood Magic, Under the tutelage of the immortals Lone Wolf and
Guildmaster Banedon (the leader of Sommerlund's Guild of Magicians),
you have mastered the elementary spells
of the Brotherhood of the Crystal Star. These spells include
Call Lightning, Greater Levitate, and Charm Person.
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these sells once each day using your Kai Lord level as caster level.
Kai Lord who have reached the rank of Kai Sun Knight are able to use the following Brotherhood Spells:
Deflect Arrows — This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts)
which may pose an immediate
threat to the life of a KAI Sun Knight, to cease its flight and return.
Bull's Strength — By casting this spell, a Kai Sun Knight is able to greatly increase his or her
physical strength for a
short duration. It can be used to lift or move heavy objects or in combat.
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these sells once each day using your Kai level as caster level.
Kai Grand Masters who have reached the rank of Kai Sun Thane are able to use the following Brotherhood Spells:
Feather Fall — By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling,
thereby avoiding damage upon landing while the spell is in effect.
Water Breathing — Using this spell, a Kai Sun Thane is able to breathe underwater.
The spells are cast with a caster level equal to your current number of Kai Lord levels.
You may cast these sells once each day using your Kai level as caster level.
Kai-Alchemy:
Kai Lords are able to condense pure water out of the surrounding air.
This water can be made to fall as a fine spray or as a sudden deluge.
It can also be made to fill any suitable
container or receptacle. Using this feat,
Kai Grand Master Superiors can once a day create the equivalent of
one large bucketful of fresh water.
Kai Grand Sentinels who possess this skill are able to charge particles of
air electrically around any man-sized or smaller object.
The particles will automatically discharge and cause 1D6 electrical damage
should the affected object be
touched or opened. Kai Grand Sentinels are able to handle a charged object without
discharging it.
By using this feat, Kai Grand Defenders are able to summon up a dense, misty vapour
to obscure themselves from both normal vision and darkvision.
This mist will occur within 5 feet of the Kai Grand Defender and will last for a number
of minutes equal to the number of Kai levels you have.
The mist fills 15ft by 15ft and can expand its range by 5ft for each level of Kai you have.
Range and duration increase as a Grand Master rises in rank.
Through the use of this feat, Kai Grand Guardians are able to protect themselves from the
effects of storm-force winds by creating a sphere of calm air around their bodies.
Initially this protective bubble lasts for one minute, but duration steadily increases as a
Kai Grand Master ascends in Kai rank.
This protective bubble last a number of minutes equal to your current number of Kai levels.
Kai Sun Thanes who possess this feat are able to accelerate greatly the oxidation (rusting)
of ferrous metals simply by touch alone.
The longer the metallic item is touched by a Kai Sun Thane, the more damaging will be the effect.
This is equal to the spell Rusting Grasp. The spell can be used at will as many times as you want.
The caster level of the spell is equal to your current number of Kai Lord levels.
You have learned to manipulate the four basic elements: Earth, Air, Fire, and Water.
By drawing upon individual elements that are available,
or combinations thereof, he is able to detach, affix, increase,
concentrate, intensify, remove, or accelerate this matter to fulfil a specific purpose,
e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire.
The versatility of this Discipline increases as a Kai Lord advances in rank.
This ability allows you to once each day cast one of each of the following spells
using your Kai Lord level as caster level (the spell level available depends on your class level):
LEVEL 1 and 2
0— Dancing lights, flare, light, nature's hand(as mage hand), create water, ray of frost,
cure minor wounds
LEVEL 3 and 4
1st— Magic stone, burning hands, entangle, endure elements, obscuring mist, faerie fire, good berry,
produce flame, cure light wounds
LEVEL 5 and 6
2nd— Darkness, pyrotechnics, whisper wind, wind wall, soften earth & stone, barkskin, fog cloud,
fire trap, flaming sphere, gust of wind, tree shape, wood shape, cure moderate wounds
LEVEL 7 and 8
3rd— Daylight, continual flame, searing light, stone shape, water breathing, water walk, plant growth,
meld into stone, command plants, diminish plants, fireball, cure sirious wounds
LEVEL 9 and 10
4th— Speak with plants, control water, air walk, spike stones, wall of fire, fire shield, flame strike,
ice storm, commune with nature, tree stride, stone skin, solid fog, wall of ice, cure critical wounds
LEVEL 11 and 12
5th— Control winds, wall of stone, wall of thorns, cone of cold, transmute mud to rock, transmute rock to mud
LEVEL 13 and 14
6th— Animate plants, wind walk, chain lightning, fire seeds, repel wood, spell staff, live oak,
otilukes freezing sphere, stone to flesh, move earth
LEVEL 15 and 16
7th— Control weather, earth quake, fire storm, sun beam, transmute metal to wood, delayed blast fireball
LEVEL 17 and 18
8th— Whirlwind, incendiary cloud, control plants, sunburst, repel metal or stone, polar ray
LEVEL 19 and 20
9th— Storm of vengeance, elemental swarm (any element), shambler, inprisonment.
Bardic Knowledge:
A Kai Lord is a multi-talented performer, proficient in the use of any musical instrument.
He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect,
and stimulate a wide range of emotions among sentient creatures.
You always succeed in skill checks for playing an instrument, telling tales,
mimic speech, mimic dialect and simulate emotions.
Kai Grand Master Superiors are able to utilize their musical skills to pacify an excited or hostile animal.
Kai Grand Sentinels are able to use their singing or playing to counter a hostile sonic attack.
The effective use and range of this sonic defence steadily increase as a Grand Master rises in rank.
The chance of successfully avoiding a sonic attack is 3% for each of your current number of Kai levels.
The range of the protective bubble centered on you is 5ft for each of your current number of Kai levels.
Kai Grand Defenders are able to use their musical skills to pacify
(and/or implant a suggestion into the mind of) an intelligent creature within audible range.
This is similar in effect to the Brotherhood Spell Mind Charm
(Kai-alchemy, also known as the charm person spell).
You cast this spell as a bard with a caster level equal to your current number of Kai levels.
You may cast this bard music spell a number of times per day equal to your current number of Kai levels.
Kai Sun Knights who possess mastery of this Discipline are able to use their musical skills
to launch sonic attacks against any individual within audible range.
The effect of a sonic attack is dependent upon the target creature's sensitivity to sound
(i.e. a deaf creature would be unaffected by such an attack).
The sonic attack does 1D6 of damage for each of your current Kai levels.
The Fortitude DC to resist is equal to your current number of Kai levels.
Kai Sun Lords with this feat are able to direct their musical abilities to disrupt
the structure of inanimate breakable objects, e.g. glass, ceramics, urns, flasks,
causing them to explode violently. Any person or creature in close proximity to the
destroyed object risks injury from flying fragments.
Any breakable object will be destroyed and anyone within a range of 15ft will suffer
D6 damage if they fail a fortitude DC save of 20.
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