3.5 L5R Kiho

From RPGnet
Jump to: navigation, search

Back to Spells and Kiho.
Back to Shisumo's 3.5 Update Project.

Kiho Feats for 3.5[edit]

This is a complete list of all kiho feats generically available to characters in d20 3.5 L5R. As mentioned in Rokugan, kiho feats that have appeared elsewhere without the [Kiho] descriptor that appear on this list should be considered to have the [Kiho] descriptor.

Available Kiho[edit]

Be the Breeze, Blind Fight, Breaking Blow, The Calm of Shinsei, Choke Hold, Cleansing Spirit, Death Touch, Defensive Strike, Defensive Throw, Deflect Arrows, Double Chi, Eagle Claw Attack, Earth’s Embrace, Elemental Shock, Falling Star Strike, Fists of Iron, Flee the Darkness, Flying Kick, Fortune’s Breath, Freezing the Lifeblood, Gift of the Water Dragon, Grappling Block, Greater Ki Shout, Heart of Stone, Improved Disarm, Improved Trip, Karmic Strike, Karmic Unison, Ki Shout, Pain Touch, Palm of Fire, Power of Nothing, Remember the Mountain, Roundabout Kick, Ryoku, Self/No Self, Shatter the Elements, Soul of the Four Winds, Snatch Arrows, Spirit Strike, Stunning Fist, Tao Mastery, The Thunder’s Clap, Thunderstroke, Weakening Strike, Zanji.

New Kiho[edit]

These Feats do not appear in the SRD.

Breaking Blow
Requires: BAB +5, Str 15, Improved Unarmed Strike, Fists of Iron.
Benefit: If you spend an entire round preparing an unarmed melee attack, you may inflict 1d6 times your Strength modifier in additional damage if you hit. This damage is doubled against inanimate objects. During the round spent preparing the strike, you may defend yourself normally but cannot make any attack nor move.
Choke Hold
Requires: Improved Unarmed Strike, Improved Grapple, Stunning Fist.
Benefit: If you pin your opponent while grappling and maintain the pin for one full round, at the end of the round your opponent must make a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) or fall unconscious for 1d3 rounds.
Cleansing Spirit
Requires: Inkyo or monk level 1+.
Benefit: You may spend a Void Point to gain a +10 Void bonus on any save vs. poison or disease. You may enter a meditative trance four hours per day for a week and succeed on a DC 25 Concentration check each day. If you do so, you may remove 1d6 Shadow Points or Shadowlands Taint points at the end of the week. Unlike most cures, this will remove your last point of Taint.
Death Touch
Requires: Monk or Inkyo level 13+, Wis 19, Depths of the Void, Improved Unarmed Strike, Pain Touch, Stunning Fist, Void Use.
Benefit: You must declare that you are using this feat before making an attack roll (thus, a missed attack ruins the attempt). You may spend 5 Void Points when making an unarmed attack to deliver the Death Touch. If struck, the victim must make an immediate Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) or begin to suffer damage equal to your character level every twelve hours. This damage cannot be healed by any means while the Death Touch is active. You may remove the Death Touch by making another unarmed attack against the target. Another character may remove the Touch by making a successful Heal check (DC 50) - if the character has the Death Touch feat, they receive a +20 bonus on this roll.
Defensive Strike
Requires: Dex 13, Int 13, Combat Expertise, Dodge.
Benefit: If you declare the total defense action, whenever an opponent attacks you and misses, you may attack that opponent on your next turn with a +4 bonus to the attack roll.
Defensive Throw
Requires: Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike.
Benefit: If the opponent against whom you have chosen to receive your AC bonus from Dodge attacks you and misses, you may make an immediate trip attack against that opponent. This counts against your allowed number of attacks of opportunity.
Double Chi
Requires: BAB +7, Cha 13, Weapon Focus, Void Use, Concentration 5 ranks.
Benefit: You may spend a Void Point and make a Concentration check as a free action to add an insight bonus to your attack and damage rolls when using your Weapon Focus weapon. The bonus lasts for a number of rounds equal to your character level. The size of the bonus is determined by the result of the Concentration check:
10-14: +1
15-19: +2
20-24: +3
25-29: +4
30+: +5
Special: In a formal iaijutsu duel, you may add the bonus to the result of your Iaijutsu Focus checks as well. If you have 5 or more ranks of Iaijutsu Focus, you gain a +2 bonus on Concentration checks when using this feat. This is a Technique feat for Crane Clan characters.
Eagle Claw Attack
Requires: Wis 13, Improved Sunder, Improved Unarmed Strike.
Benefit: When you make an unarmed strike against an object, you may add your Wisdom modifier to the damage dealt to the object.
Earth's Embrace
Requires: Str 15, Improved Grapple or improved grab ability, Improved Unarmed Strike.
Benefit: When grappling, if you pin your opponent you deal an extra 1d12 damage every round you maintain the pin. You keep your victim immobile, but must remain immobile yourself, giving other attackers a +4 bonus on attacks against you (but you're not helpless). This additional damage does not apply against opponents who are immune to critical hits.
Falling Star Strike
Requires: BAB +4, Wis 17, Improved Unarmed Strike, Stunning Fist.
Benefit: You muse declare that you are using this feat before making an attack roll (thus, a missed attack ruins the effect). If you successfully attack a humanoid opponent, your target must make Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) or be blinded for a number of rounds equal to your character level. Each use of this ability counts as a daily use of the Stunning Fist feat.
Fists of Iron
Requires: BAB +2, Improved Unarmed Strike, Stunning Fist.
Benefit: You may declare that you are using Fists of Iron before making an unarmed attack roll (thus, a missed attack ruins the attempt). If you strike your target, you deal an additional 1d6 points of damage. Each use of this ability counts as a daily use of the Stunning Fist feat.
Flee the Darkness
Requires: Monk or Inkyo level 3+, Wis 18, Void Use.
Benefit: You may spend a Void Point to gain a +10 bonus to any Will save.
Flying Kick
Requires: Str 13, Improved Unarmed Strike, Power Attack, Jump 4 ranks.
Benefit: When using the charge action, you deal an additional 1d12 points of damage with a successful unarmed attack.
Fortune's Breath
Requires: Monk or inkyo level 1+, Wis 15.
Benefit: You may hold your breath for one minute per point of Constitution.
Normal: You may hold your breath for two rounds per point of Constitution.
Freezing the Lifeblood
Requires: BAB +10, Wis 17, Improved Unarmed Strike, Stunning Fist.
Benefit: You muse declare that you are using this feat before making an attack roll (thus, a missed attack ruins the effect). Against a humanoid target, you may make an unarmed strike using this feat that does no damage but forces the target, if struck, to make a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) or be paralyzed for 1d4+1 rounds. Each use of this feat counts against your daily uses of the Stunning Fist feat. Creatures immune to stunning are also immune to this feat.
Grappling Block
Requires: Int 13, Combat Expertise, Combat Reflexes, Deflect Arrows, Improved Disarm, Improved Unarmed Strike.
Benefit: You must have both hands free or be using weapons (such as the sai or jitte) specifically designed to catch other weapons to use this feat. Once per round when you would normally be hit by a weapon you may make a special disarm attempt against your opponent. This attempt counts against your allowed number of attacks of opportunity this round. You make an attack roll (DC equal to the attacker's attack roll). If you succeed, you grab the weapon away from the opponent (if you are unarmed) or knock it to the ground (if you are armed). You may only use this feat against weapons up to two sizes larger than you.
Greater Ki Shout
Requires: BAB +9, Cha 13, Ki Shout.
Benefit: When you make a ki shout, your opponents are panicked for 2d6 rounds unless they make their Will saves. The effects of being panicked supercede those of being shaken. You still may only affect opponents with fewer Hit Dice than you have.
Heart of Stone
Requires: Monk or Inkyo level 10+, Con 15, Void Use.
Benefit: You may spend a Void Point to gain damage reduction equal to X/-, where X is equal to one-third of your character level, rounded down. This DR lasts for a number of minutes equal to your Constitution modifier.
Karmic Strike
Requires: Dex 13, Int 13, Combat Expertise, Dodge.
Benefit: You may make an attack of opportunity against any character that hits you in melee. You take a -4 penalty to AC on your turn in order to use this feat, and the penalty and benefit apply until the beginning of your next turn. The opponent must be within your threatened area when they strike you. If you hit with your attack of opportunity, both of you deal damage simultaneously.
Ki Shout
Requires: BAB +1, Cha 13.
Benefit: Three times per day, you may make a ki shout as a standard action. Opponents with fewer Hit Dice or levels than you have who can hear you and are within 30 feet must make a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or become shaken for 1d6 rounds.
Pain Touch
Requires: BAB +2, Wis 15, Improved Unarmed Strike, Stunning Fist.
Benefit: Victims of your stunning attack are nauseated for one round after they are stunned. Creatures immune to stunning are immune to this effect as well, as are creatures more than one size larger than you.
Roundabout Kick
Requires: Str 15, Improved Unarmed Strike, Power Attack.
Benefit: If you make a critical hit against an opponent with an unarmed attack, you may make an immediate additional unarmed attack at the same attack bonus against the same target, as though you had not used your attack for the critical strike.
Ryoku
Requires: BAB +3, Wis 15, Improved Unarmed Strike, Void Use.
Benefit: After a successful unarmed attack, you may spend any number of Void Points to activate this feat. The target of the attack must immediately spend an equal number of Void Points. If he or she cannot do so, they cannot recover Void Points for a number of days equal to the difference.
Self/No Self
Requires: Void Use.
Benefit: Once per day, you may meditate for 5 minutes and make a Concentration check (DC 15) to return your Void Points to maximum.
Normal: Regaining Void Points requires a full night's rest or an hour's worth of meditation and a Concentration check (DC 15).
Soul of the Four Winds
Requires: Depths of the Void, Improved Unarmed Strike, Void Use.
Benefit: You may spend a Void Point as a free action on your turn to gain an insight bonus to your AC equal to your maximum Void. This AC bonus is not cumulative with any Wisdom-based bonuses to AC, and does not protect against touch attacks. You may not use this feat while wearing armor. The bonus lasts for a number of minutes equal to your character level.
Spirit Strike
Requires: Depths of the Void, Improved Unarmed Strike, Void Use, any two other kiho feats.
Benefit: You may spend a Void Point as a free action in order to gain a +1 enhancement bonus to your unarmed strikes for a number of minutes equal to your character level. If you attack an opponent in the same round, you gain a +2 Void bonus to your first unarmed attack roll.
While this feat is active, your unarmed strikes are considered magical for the purposes of overcoming damage reduction. If your strikes are already considered magical, they are instead considered Void strikes as well.
Tao Mastery
Requires: Elemental ability score 10, Depths of the Void, Void Use.
Benefit: You may select either three 0-level shugenja spells or one 1st level shugenja spell (excluding Void or maho spells). You may cast these spells once per day each as spell-like abilities. Your caster level is equal to your character level. None of the spells may be from opposing elements or from the element opposed to your Element Focus (if you have one), and you must have an ability score for the spell's element equal to 10 + the spell's level. See the shugenja class description for elemental focus ability scores.
Special: You may take this feat multiple times, selecting new spells each time. You must have taken Depths of the Void at least once for every time you have taken this feat.
Weakening Touch
Requires: BAB +2, Wis 17, Improved Unarmed Strike, Stunning Fist.
Benefit: You muse declare that you are using this feat before making an attack roll (thus, a missed attack ruins the effect). You may make an unarmed attack that deals no damage, but instead applies a –6 penalty to the target’s Strength for one minute. Multiple weakening touches are not cumulative. Creatures who are immune to stunning are also immune to this feat. Each use of this ability counts as a daily use of the Stunning Fist feat.
Zanji
Requires: Concentration 10 ranks, Sense Motive 10 ranks, any two kiho feats.
Benefit: As a move action, you may make a Concentration check (DC 25) to become aware of the exact locations of all living creatures within a 20 foot radius, regardless of obstruction. During the round this feat is used, you can clearly perceive invisible, incorporeal or concealed creatures and may attack them with no visibility penalty or miss chance, though you must still be able to strike them if they are intangible. This feat is strongly tied to the elements, and does not function against creatures with the Shadowlands or Lying Darkness subtypes.