Three Kingdoms\Chi Powers
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.
- Take twice to allow the bonus action to be a move.
- 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.
- Take twice for +2.
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.
- Take twice for +2.
- 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.