ki-do
Just as Mana flows through creation in orderly currents, so too does it flow through every living being, forming a complex network of internal energy known as Ki. Most creatures are unable to use this well of energy for anything more than the mundane tasks of daily living, but extraordinary individuals can learn to tap into the deep well of power which ties them to their enormous stake in destiny. Those who learn to channel and focus their Ki are among the greatest fighters on the Sphere, capable of fighting bare-fisted and unarmored, moving and striking like lightning, enduring any injury, and even firing off blasts of their Ki as bolts of incredible destructive power.
Students of Ki-Do ("the way of Ki") meditate for weeks beneath a waterfall, spar atop bamboo stalks, and carry enormous boulders to the peak of sacred mountains to strengthen their bodies and hone their Ki, emerging from this extreme training as fighters of the highest regard. Such training often takes place in remote monasteries which often impart religious or philosophical teachings to their students, not only to help strengthen one's connection between the body, mind, and spirit, but to provide a warrior with spiritual guidance; a fighter with no moral compass who can punch through mountains is a frightening thing indeed. For this reason, practitioners of Ki-Do are often known as Monks, and affiliate themselves with a particular god, religion, or moral philosophy. Whatever path they choose to walk, the one who walks the way of Ki has chosen a life of strength, discipline, and constantly pushing their body and spirit to new extremes of power for the sake of fulfilling their destiny. |
KI
Practitioners of Ki-do harness a reservoir of internal energy called Ki, which regularly generates at the start of their turn each round while under duress. The icon to the left indicates that an Arcanum has a Ki cost associated with it. If you do not have an ability that allows you to generate Ki, you will not be able to use Arcanum that requires an expenditure of Ki.
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prime arcanum
BU-JUTSU
Your strong spirit and rigorous training allow you to access a pool of internal energy within you called Ki. You generate (Ki-Do) Ki at the start of your turn each round, plus 1 additional Ki if you are wearing Cloth or no armor. Ki generation only occurs when you are under duress (in combat, during a skill challenge, etc.).
You also generate an additional 1 Ki for every 1-handed weapon or shield you are wielding or 2 Ki if you are wielding a 2-handed weapon. You know a handful of Techniques which you may employ by spending a Ki point. Choose two Techniques you know and learn a new Technique every third Level (Levels 3, 6, 9, 12, etc.). |
TECHNIQUES
Ascending Cloud Maneuver
Spend a Ki point when you move to increase your Speed by (Ki-do) and Jump at any point during or for the duration of your move.
Spend a Ki point when you move to increase your Speed by (Ki-do) and Jump at any point during or for the duration of your move.
Dance in the Storm
Spend 1 Ki point when you perform an Action; it is considered a Half Action.
Spend 1 Ki point when you perform an Action; it is considered a Half Action.
Monkey Grabs Viper
Spend 1 Ki point when you hit with an attack to Restrain the target (Save ends).
Spend 1 Ki point when you hit with an attack to Restrain the target (Save ends).
Mountain-Breaking Blow
When you make an attack, spend a Ki point to increase your base damage by (Ki-do).
When you make an attack, spend a Ki point to increase your base damage by (Ki-do).
Peregrine Blade
Spend 1 Ki point to throw a weapon, attacking with it from up to 10 meters away. It bounces off either the target or the nearest obstacle along its path, returning to your grasp at the attack's conclusion.
Spend 1 Ki point to throw a weapon, attacking with it from up to 10 meters away. It bounces off either the target or the nearest obstacle along its path, returning to your grasp at the attack's conclusion.
Perfect Defense
When you Defend, spend up to (Ki-do) Ki points to add 1 Bump to your roll per Ki spent.
When you Defend, spend up to (Ki-do) Ki points to add 1 Bump to your roll per Ki spent.
Perfect Strike
When you attack, spend up to (Ki-do) Ki points to add 1 Bump to your roll per Ki spent.
When you attack, spend up to (Ki-do) Ki points to add 1 Bump to your roll per Ki spent.
Perfect Soul
When you Save, spend up to (Ki-do) Ki points to add 1 Bump to your roll per Ki spent.
When you Save, spend up to (Ki-do) Ki points to add 1 Bump to your roll per Ki spent.
Prescient Maneuver
Spend 1 Ki point when you make a Feat, Attack, Defense, or Save to gain Advantage. You can also spend 1 Ki when you are attacked to impose Disadvantage on your attacker.
Spend 1 Ki point when you make a Feat, Attack, Defense, or Save to gain Advantage. You can also spend 1 Ki when you are attacked to impose Disadvantage on your attacker.
Soul Killer Strike
Spend 1 Ki point when you hit with an attack to reduce the target's Focus by 1d4 or Silence them (Save ends).
Spend 1 Ki point when you hit with an attack to reduce the target's Focus by 1d4 or Silence them (Save ends).
Steamroller Strike
Spend up to (Ki-do) Ki point when you hit with an attack to push the target 3 meters per Ki spent and knock them prone. If the target collides with another creature or an obstacle solid enough to stop their movement, they stop moving and take 1d6 Physical damage for every meter they could have moved but didn't.
Spend up to (Ki-do) Ki point when you hit with an attack to push the target 3 meters per Ki spent and knock them prone. If the target collides with another creature or an obstacle solid enough to stop their movement, they stop moving and take 1d6 Physical damage for every meter they could have moved but didn't.
Tiger's Threatening Roar
Spend 1 Ki point when you make an attack to Fixate the target(s) of the attack onto yourself (Save ends), hit or miss.
Spend 1 Ki point when you make an attack to Fixate the target(s) of the attack onto yourself (Save ends), hit or miss.
Two-Fronts Strife
Spend 1 Ki point when you make an attack to target an additional enemy within range.
Spend 1 Ki point when you make an attack to target an additional enemy within range.
Viper Fang Blade
Spend 1 Ki point when you hit with an attack to deal ongoing 1d4 + (Ki-do) Bio damage.
Spend 1 Ki point when you hit with an attack to deal ongoing 1d4 + (Ki-do) Bio damage.
Wind Pierces the Fortress Wall
Spend up to (Ki-do) Ki points when you make an attack to deal 1d4 Mystic damage to the target (hit or miss) for every Ki point spent.
Spend up to (Ki-do) Ki points when you make an attack to deal 1d4 Mystic damage to the target (hit or miss) for every Ki point spent.
ki-jutsu
Your strong spirit and rigorous training allow you to access a pool of internal energy within you called Ki. You generate (Ki-Do) Ki at the start of your turn each round, plus 1 additional Ki if you are wearing Cloth or no armor, and 1 additional Ki if you are unarmed. Ki generation only occurs when you are under duress (in combat, during a skill challenge, etc.).
You have an amount of Mana for casting Spells each day equal to the amount of Ki you generate per round; if the amount of Ki you generate is reduced, so is your pool of Mana (until the penalty to Ki generation is removed). If this puts you into a negative amount of Mana, you suffer an equivalent penalty to all rolls until this Mana "debt" is removed. Pick your Path and learn a total of three Spells of your choice from any of the Mysteries your Path gives access to. Learn a new Spell from any Mystery you have access to every third Level (Levels 3, 6, 9, 12, etc.). |
You do not use Focals to cast Spells. In fact, you cannot cast Spells unless both of your hands are free, as you require the use of two hands to perform the complex series of hand signs and motions associated with each Ki-Jutsu Spell. However, you may apply the bonuses of any Focal you are Attuned (which is in your possession) to your unarmed Spell attacks.
PATHS
Path of the Awakening Sun
You may learn Spells from the Mysteries of Abjuration, Artifice, and Confluence.
You may learn Spells from the Mysteries of Abjuration, Artifice, and Confluence.
Path of the Beggar Sage
You may learn Spells from the Mysteries of Abjuration, Conjuration, and Ecologism.
You may learn Spells from the Mysteries of Abjuration, Conjuration, and Ecologism.
Path of Doors Open and Shut
You may learn Spells from the Mysteries of Animancy, Conjuration, and Transmutation.
You may learn Spells from the Mysteries of Animancy, Conjuration, and Transmutation.
Path of the Eternal Forge
You may learn Spells frrom the Mysteries of Animancy, Artifice, and Transmutation.
You may learn Spells frrom the Mysteries of Animancy, Artifice, and Transmutation.
Path of the Golden Dragon
You may learn Spells from the Mysteries of Artifice, Ecologism, and Thaumaturgy.
You may learn Spells from the Mysteries of Artifice, Ecologism, and Thaumaturgy.
Path of the Heavenly Wheel
You may learn Spells from the Mysteries of Abjuration, Confluence, and Vitae.
You may learn Spells from the Mysteries of Abjuration, Confluence, and Vitae.
Path of Immutable Law
You may learn Spells from the Mysteries of Abjuration, Artifice, and Confluence.
You may learn Spells from the Mysteries of Abjuration, Artifice, and Confluence.
Path of the Laughing Moon
You may learn Spells from the Mysteries of Conjuration, Glamour, and Thaumaturgy.
You may learn Spells from the Mysteries of Conjuration, Glamour, and Thaumaturgy.
Path of the Shrouding Veil
You may learn Spells from the Mysteries of Animancy, Augury, and Thaumaturgy.
You may learn Spells from the Mysteries of Animancy, Augury, and Thaumaturgy.
Tai-Jutsu
Your strong spirit and rigorous training allow you to access a pool of internal energy within you called Ki. You generate (Ki-Do) Ki at the start of your turn each round, plus 1 additional Ki if you are wearing Cloth armor and 1 additional Ki if you are unarmed. Ki generation only occurs when you are under duress (in combat, during a skill challenge, etc.).
You are able to treat any part of your body as a weapon with a base attack and damage equal to the amount of Ki you regularly generate each round. Choose the Martial Art you practice - you have access to all its benefits while you are generating Ki. You may learn a second Martial Art at Level 10. |
MARTIAL ARTS
Abunai ("Heavenly Bird")
Whenever you spend any amount of Ki, you or an ally of your choice within 10 meters gains (Ki-do) Endurance for every Ki you spent.
Whenever you spend any amount of Ki, you or an ally of your choice within 10 meters gains (Ki-do) Endurance for every Ki you spent.
Akidato ("Soul of the Sword")
Pick a type of weapon; you may consider yourself unarmed while equipped with this type of weapon and may apply your unarmed bonuses when attacking with it
Pick a type of weapon; you may consider yourself unarmed while equipped with this type of weapon and may apply your unarmed bonuses when attacking with it
Hoten Ketsu ("Way of Unlimiting")
You may use an Action to increase your Ki generation by 1. This effect stacks up to (Ki-do) times and lasts for the duration of the Scene.
You may use an Action to increase your Ki generation by 1. This effect stacks up to (Ki-do) times and lasts for the duration of the Scene.
Joranzumo ("Mountain Horse")
When you make an unarmed attack, you may cause the target to Fixate on you (Save ends).
When a creature that is Fixated on you voluntarily moves away or makes an attack that does not include you as a target, you may make a weapon attack against them as an Interrupt.
If you hit, the target stops moving (if a move triggered your attack) or the triggering attack has Disadvantage.
While at least one creature is Fixated on you, every unspent point of Ki becomes 1d4 Endurance at the end of your turn.
When you make an unarmed attack, you may cause the target to Fixate on you (Save ends).
When a creature that is Fixated on you voluntarily moves away or makes an attack that does not include you as a target, you may make a weapon attack against them as an Interrupt.
If you hit, the target stops moving (if a move triggered your attack) or the triggering attack has Disadvantage.
While at least one creature is Fixated on you, every unspent point of Ki becomes 1d4 Endurance at the end of your turn.
Jigoku ("Hell Art")
During your turn, you can exchange 1 Ki for a Half Action or 2 Ki for a normal Action.
During your turn, you can exchange 1 Ki for a Half Action or 2 Ki for a normal Action.
Kokoro ("Fate Bending")
You can spend 1 Ki as a Free Reaction immediately after rolling to re-roll any dice roll you make.
You can spend 1 Ki as a Free Reaction immediately after rolling to re-roll any dice roll you make.
Mahou ("Third Eye")
As a Free Action you may open a third eye in your forehead, which allows you to glimpse a few seconds into the future. While this eye is open, you may spend 1 Ki to gain Advantage on any Feat, Attack, Defense, or Save you make.
As a Free Action you may open a third eye in your forehead, which allows you to glimpse a few seconds into the future. While this eye is open, you may spend 1 Ki to gain Advantage on any Feat, Attack, Defense, or Save you make.
Ryoken ("Fist of the Dragon")
When you make an unarmed attack, you may decide whether it deals Cold, Electric, Fire, or Physical damage.
The first attack you hit with each round deals an extra 1d4 damage (of the type you selected) and you may spend Ki to increase the size of this dice by 1 degree per Ki spent.
When you make an unarmed attack, you may decide whether it deals Cold, Electric, Fire, or Physical damage.
The first attack you hit with each round deals an extra 1d4 damage (of the type you selected) and you may spend Ki to increase the size of this dice by 1 degree per Ki spent.
Shizuka-Shinu ("Silent Death")
You can spend 1 Ki as a Half Action to become Hidden or spend 2 Ki to become Invisible until the start of your next turn.
Once per round, an attack you make against an enemy you have Advantage on deals an extra 1d6 Physical damage.
You can spend 1 Ki as a Half Action to become Hidden or spend 2 Ki to become Invisible until the start of your next turn.
Once per round, an attack you make against an enemy you have Advantage on deals an extra 1d6 Physical damage.
Sho-Shenryu ("Weaving Inbetween")
Any time you'd move at least 3 meters, you may opt to Teleport that distance instead of moving normally.
When you Teleport into a space adjacent to an enemy, that enemy grants you Advantage until the start of their next turn and has Disadvantage on the first attack they make against you during their next turn.
Any time you'd move at least 3 meters, you may opt to Teleport that distance instead of moving normally.
When you Teleport into a space adjacent to an enemy, that enemy grants you Advantage until the start of their next turn and has Disadvantage on the first attack they make against you during their next turn.
Tensen Kekai ("Fang of Heaven's Wolf")
Any time you take or deal damage, you may spend Ki to increase or decrease the damage by 1d6 per Ki spent.
Any time you take or deal damage, you may spend Ki to increase or decrease the damage by 1d6 per Ki spent.
Tai-Tseto ("Battle for All")
Roll (Ki-do) d6 whenever you spend Focus. If one of these dice Bumps, you can spend Ki instead of Focus for this instance.
Roll (Ki-do) d6 whenever you spend Focus. If one of these dice Bumps, you can spend Ki instead of Focus for this instance.