Three Kingdoms\Chi Powers

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Light Foot

The Light Foot power set is about motion and physical prowess

  • Withdraw: With a successful Water saving throw do not draw attacks when leaving melee at full speed.
  • Sprint/Leap: Move up to full speed as a free action.
  • Wall Running: Move up to half speed along a vertical surface as a free action.
  • Leap/Fall: Move vertically up to half speed as a free action.
  • Sure-footed: Ignore penalties to movement when moving up to half speed.
  • Rock-Steady: No penalty when standing on a narrow surface so long as it is stable (rock, gate).
    • Take twice to no longer need the surface to be stable (rope or chain).


Iron Body

  • Cloak of Chi: Ignore extreme temperatures when determining if a saving throw is needed in the wilderness. Gain hit points equal to the HD of your class.
  • Feel No Pain: With a successful Wood save you may ignore the effects of being Wounded for a number of rounds equal to 1/2 level + con bonus. Gain hit points equal to the HD of your class.
  • Cleanse the Blood: Once per day, the character may choose one of the following effects: regain 2 hit points per level, make an additional save to shrug off a poison or disease.
    • This ability may be taken up to 3 times.
  • Iron Skin: With a successful Metal saving throw increase AC by +2 for a number of rounds equal to half level + con bonus.
  • Strong Defense: +2 to saving throws to resist being stunned, knocked out or delayed.
    • Take twice to get +4.


Perfect Action

  • Second Hand: Take any action that is not an attack or a move as a free action 1/round.
    • Take twice to allow the bonus action to be a move.
      • Take three times to allow it to be an unarmed attack.
  • Vigilance: With a successful Fire saving throw negate being surprised or any bonus an enemy has due to ambush or advantage.
    • Take twice and when you make the save all allies within half your normal speed also negate the effects.
  • Speed: Increase initiative by +1.
    • Take twice for +2.
      • Take three times and with a Fire saving throw the character automatically wins initiative.


Inner Power

  • Improvised Shield: You may treat a harmless object as a shield or defensive weapon and gain the AC bonus even if you are not normally able to use shields.
  • Hidden Blade: You may treat harmless objects as Common Weapons.
    • Take twice to emulate Major weapons. The object must have a resemblence to the weapon emulated.
  • Invisible Armor: You may treat normal clothing as light armor and gain the AC bonus even if not normally able to use armor.
  • Shatter Wood: With a successful attack throw you may destroy a wooden object such as a chair, scaffold or wall. The attack throw is penalized by the size of the object.
  • Shatter Stone: With a successful attack throw you may destroy a stone object such as a boulder, coffin or wall. The attack throw is penalized by the size of the object.
  • Shatter Steel: With a successful attack throw you may destroy a metal object such as a sword, gong or gate. The attack throw is penalized by the size of the object and type of metal (-0 for bronze, -2 for iron).
  • Directed Chi: Normally all Inner Power abilities work only when you touch the object. With Directed Chi you may extend the effects long enough to either throw the object or to use a Shatter ability with a held or throw object. The range is limited to half your normal speed.


Hidden Shadow

  • The Dark Veil: +2 to proficiency throws for stealth while remaining still.
    • Take twice to also gain the bonus while moving.
  • The Secret Veil: You may conceal a number of small objects (no larger than a knife or throwing spike) equal to Dex bonus + number of Hidden Shadow abilities you possess. No normal search will reveal them.
  • The Path of Shadows: +4 to proficiency throws on any movement abilty so long as you are not observed.
  • The Path of Ghosts: You may attempt to become hidden even without suitable cover.
    • Take twice and you can attempt to vanish even if being directly observed.


Artisan's Hand

  • The Hand that Mends: +2 to proficiency throws to repair or restore objects
  • The Hand that Creates: +2 to proficiency throws to create objects or works.
  • The Hand that Acts: Reduce all crafting times by half. If used to earn money increase earned amount by 50%.
  • The Hand that Inspires: On a successful proficiency throw all items/works crafted are of quality 1 step greater than normal for the materials/time required.
  • The Sharp Mind: +1 to proficiency throws for all skills using Intelligence.
    • Take twice for +2.
  • The Tranquil Mind: Ignore all penalties due to distractions.
  • Library of the Mind: With a successful Water save the character can perfectly recall an image, words in a scroll, or piece of music and reproduce it if they have the correct proficiency. If the character has the Loremastery proficiency they also get +2 to throws to use it.


Inner Eye

  • The Keen Eye: +2 on all proficiency throws to hear noise, spot or otherwise passively perceive.
  • The Sharp Sense: As an action double the range/effect of one sense that you concentrate on.
  • The Outer Eye: With a Water saving throw ignore any penalty due to loss of sense or surprise or to negate the bonus enemies get from flanking.
    • Take twice to no longer need to make a saving throw, you can no longer suffer any penalty for loss of senses, surprise or being flanked.
  • Mask of Serenity: +1 to reaction rolls.
    • Take twice for +2.
      • Take three times to also improve the morale of henchmen by +1 while in your presence.
  • Resist Chi: +2 bonus to saving throws against the effects of chi abilities.
  • Resist Manipulation: +2 bonus to saving throws against any attempt to manipulate, intimidate or deceive.