TEXT: #40
  Master of the Way
  该路的主 
  (hybrid Class)
  
  B
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  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
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  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
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  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
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  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Player Paraphernalia #40 The Master of the Way (Hybrid Class) ©2015, The Knotty-
  Works; Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
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  1
  Player ParaPhernalia #40
  By the Knotty-Works
  Welcome to the fortieth issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  This 
  issue introduces the Master of the way 该路的主, 
  a hybrid class that focuses on oriental mysticism.  
  The martial skill of the monk provides the physical 
  aspects of the class while the wizard’s spell casting 
  abilities give it a supernatural flavor.
  Master of the Way 该路的主
  The Way is a spiritual discipline and philosophy 
  that espouses both inner and external peace 
  with oneself as well as the natural world.  The 
  master of the way spends her life in meditation 
  and training to perfect this philosophy both 
  for herself and those around her.  Although 
  violence is to be avoided when possible, much 
  of the physical training centers on defensive 
  forms of martial combat without use of 
  weapons other than those that may be used to 
  incapacitate foes rather than maim or kill.
  The master of the way gains a spiritual 
  connection with her inner chi that she may use 
  to channel specific supernatural effects that 
  are used for peaceful purposes or defensive 
  postures when needed.  She chooses a 
  focus for her chi and uses it as a basis in 
  her meditations.  The master of the way is 
  also trained in the method of Soft Hand, a 
  defensive martial art focusing on defense and 
  incapacitating an opponent.  As she gains 
  experience she learns how to pool her chi 
  energy into more potent means of defending 
  herself and aiding others.
  Role:  Given their pacifistic nature, masters 
  of the way generally fulfill the role of party 
  healer and utility support.  However, they 
  are effective combatants when the 
  need arises, especially when they may make 
  full use of their training in the Soft Hand style.  
  If Stunning Fist is taken either as a feat or chi 
  power, the master of the way’s effectiveness 
  in combat at incapacitating foes increases 
  drastically.
  Parent Classes:  cleric and monk
  Alignment:  The master of the way must be 
  good in alignment, there is no restriction in 
  regard to law, chaos, neutral in respect to 
  being good.
  Hit Die: d8
  Starting Wealth:  1d6 X 10 gp (average of 35 
  gp.)  The master of the way begin play with 
  simple monk robes and sandals.
  Class Skills:  Acrobatics, Climb, Craft, 
  Diplomacy, Escape Artist, Heal, Knowledge 
  (history), Knowledge (religion), Knowledge 
  (planes), Perception, Profession, Sense Motive, 
  Spellcraft, Stealth, and Swim.
  Skill Ranks per Level:  2 + Int modifier.
  Class Abilities
  Weapon and Armor Proficiencies:  The master 
  of the way is proficient with the bola, handbo, 
  jutte, kyoketsu shoge, meteor hammer, 
  nunchaku, quarterstaff, rope dart, sai, sap, and 
  tonfa.  She is not proficient with any type of 
  armor or shield, and wearing armor limits many 
  of her class abilities.
  Chi Focus (Su):  The master of the way may 
  choose one aspect of Chi as a focus of her 
  studies and gains one additional spell per level 
  from the associated chi spell list.
  
  2
  Foresight
  1st-Divine Favor, 2nd-Augury, 3rd-Locate Object, 
  4th-Divination, 5th-Commune, 6th-True Seeing
  Freedom
  1st-Liberating Command, 2nd-Remove Paralysis, 
  3rd-Remove Curse, 4th-Freedom of Movement, 
  5th-Break Enchantment, 6th-Wind Walk
  Health
  1st-Cure Light Wounds, 2nd-Cure Moderate 
  Wounds, 3rd-Cure Serious Wounds, 4th-Cure 
  Critical Wounds, 5th-Breath of Life, 6th-Heal
  Luck
  1st-Bless, 2nd-Grace, 3rd-Prayer, 4th-Blessing of 
  Fervor, 5th-Righteous Might, 6th-Getaway
  Prosperity
  1st-Sanctuary, 2nd-Aid, 3rd-Create Food and 
  Water, 4th-Death Ward, 5th-Life Bubble, 6th-
  Heroes’ Feast
  Tenacity
  1st-Ant Haul, 2nd-Bull’s Strength, 3rd-Wrathful 
  Mantle, 4th-Holy Smite, 5th-Spell Resistance, 6th-
  Bull’s Strength [Mass]
  Vigor
  1st-Deadyeye’s Lore, 2nd-Bear’s Endurance, 
  3rd-Nap Stack, 4th-Persistent Vigor, 5th-Cleanse, 
  6th-Bear’s Endurance [Mass]
  Vitality
  1st-Remove Sickness, 2nd-Restoration [Lesser], 3rd-
  Protection from Energy, 4th-Restoration, 5th-Raise 
  Dead, 6th-Restoration [Greater]
  Master of the Way Progression Table
  Base Attack 
  Bonus
  Saving Throws
  Spells Per Day
  Level
  Fort
  Ref
  Will
  Special
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  +0
  +2
  +2
  +2
  Chi Focus, Orisons, Soft Hand 
  (1d4), Unarmed Strike
  1+1
  —
  —
  —
  —
  —
  2
  +1
  +3
  +3
  +3
  Chi Pool
  2+1
  —
  —
  —
  —
  —
  3
  +2
  +3
  +3
  +3
  Evasion
  3+1
  —
  —
  —
  —
  —
  4
  +3
  +4
  +4
  +4
  Chi Power
  3+1
  1+1
  —
  —
  —
  —
  5
  +3
  +4
  +4
  +4
  Style Feat
  4+1
  2+1
  —
  —
  —
  —
  6
  +4
  +5
  +5
  +5
  Soft Hand (1d6)
  4+1
  3+1
  —
  —
  —
  —
  7
  +5
  +5
  +5
  +5
  Chi Power
  4+1
  3+1
  1+1
  —
  —
  —
  8
  +6/+1
  +6
  +6
  +6
  Style Feat
  4+1
  4+1
  2+1
  —
  —
  —
  9
  +6/+1
  +6
  +6
  +6
  Improved Evasion, Soft Hand 
  (1d8)
  5+1
  4+1
  3+1
  —
  —
  —
  10
  +7/+2
  +7
  +7
  +7
  Chi Power
  5+1
  4+1
  3+1
  1+1
  —
  —
  11
  +8/+3
  +7
  +7
  +7
  Style Feat
  5+1
  4+1
  4+1
  2+1
  —
  —
  12
  +9/+4
  +8
  +8
  +8
  Soft Hand (1d10)
  5+1
  5+1
  4+1
  3+1
  —
  —
  13
  +9/+4
  +8
  +8
  +8
  Chi Power
  5+1
  5+1
  4+1
  3+1
  1+1
  —
  14
  +10/+5
  +9
  +9
  +9
  Style Feat
  5+1
  5+1
  4+1
  4+1
  2+1
  —
  15
  +11/+6/+1
  +9
  +9
  +9
  Soft Hand (1d12)
  5+1
  5+1
  5+1
  4+1
  3+1
  —
  16
  +12/+7+2
  +10
  +10
  +10
  Chi Power
  5+1
  5+1
  5+1
  4+1
  3+1
  1+1
  17
  +12/+7+/2
  +10
  +10
  +10
  Style Feat
  5+1
  5+1
  5+1
  4+1
  4+1
  2+1
  18
  +13/+8+/+3
  +11
  +11
  +11
  Soft Hand (2d8)
  5+1
  5+1
  5+1
  5+1
  4+1
  3+1
  19
  +14/+9/+4
  +11
  +11
  +11
  Chi Power
  5+1
  5+1
  5+1
  5+1
  5+1
  4+1
  20
  +15/+10/+5
  +12
  +12
  +12
  Chi Mastery
  5+1
  5+1
  5+1
  5+1
  5+1
  5+1
  
  3
  Wisdom
  1st-Comprehend Languages, 2nd-Owl’s Wisdom, 
  3rd-Elemental Speech, 4th-Discern Lies, 5th-True 
  Seeing, 6th-Owl’s Wisdom [Mass]
  Soft Hand (Ex):  The soft hand form of intense 
  martial art training that focuses on subduing 
  opponents rather than crippling or killing them.  
  Soft hand allows the master of the way to make 
  one extra attack per round as a full round 
  attack, though all attacks suffer a -2 penalty 
  to the attack roll (treating the master of the 
  way as having the Two-Weapon Fighting feat) 
  when making unarmed attacks or wielding a 
  monk designated weapon (and possessing two 
  weapons is not a requirement).  This attack uses 
  the master’s normal base attack bonus and 
  she uses her full strength bonus for all attacks 
  regardless if it is an off-handed weapon or a 
  two-handed weapon, and the master of the 
  way may substitute the combat maneuvers of 
  dirty trick, disarm, steal, or trip in place of an 
  attack with her unarmed attacks.  She may not 
  use any natural weapons she possesses as part 
  of her attacks for the Hand of the Way.
  At 1st level, the master’s unarmed attacks cause 
  1d4 points of damage.  Her damage from her 
  unarmed attacks increase to 1d6 at 6th level, 
  1d8 at 9th level, 1d10 at 12th level, 1d12 at 15th 
  level, and 2d8 at 18th level.
  In addition, the master of the way gains a 
  bonus to her AC equal to her Wisdom modifier 
  as long as she doesn’t have the helpless 
  condition.  If the master of the way is wearing 
  any type of armor or carrying a medium or 
  heavier load, she loses the benefit both the 
  AC bonus and the extra attack, though the 
  damage caused by her unarmed attack does 
  not change.
  Orisons:  The master of the way may expend 
  one spell slot per day to gain the ability to 
  prepare a number of orisons equal to twice 
  the spell level sacrificed.  Spell slots dedicated 
  to either domain or focus spells cannot be  
  switched out for orisons.  Orisons are prepared 
  and once cast are not expended.
  Spells:  The master of the way casts divine spells 
  from the chi spell list (see below).  She prepares 
  her spells through an hour of meditation 
  and may choose any spell from the chi spell list 
  each day.  The master of the way must have 
  a wisdom score equal to at least 10 + the spell 
  level of the desired spell.  The difficulty class for 
  any saving throws for the master’s spell is equal 
  to 10 + the spell level + her wisdom modifier.  The 
  total number of spells the master of the way may 
  cast per day is given on the Master of the Way 
  Progression Table below.  The master of the way 
  does gain bonus spells for a high wisdom score.
  Unarmed Strike (Ex):  The master of the way 
  gains Improved Unarmed Strike as a bonus feat 
  at 1st level.  She may attack with her fist, elbows, 
  knees so may make an unarmed attack even 
  while her hands are full.  No unarmed attack 
  is considered off handed for the master of the 
  way allowing her full Strength damage to be 
  applied to any unarmed attack.  Her unarmed 
  attack is treated both as a manufactured 
  weapon and natural weapon for purposes of any 
  spells that enhance the master’s unarmed attack.
  The master of the way is trained almost 
  exclusively in non-lethal means of combat, 
  and as a result causes non-lethal damage 
  with no penalty to the attack roll, including 
  causing damage while grappling an opponent.  
  However, if the master of the way may choose to 
  cause lethal damage with her unarmed attacks, 
  but suffers a -4 penalty on the attack roll.
  Note:  The master of the way may take Stunning 
  Fist as a chi power (see below).  However, she 
  may choose Stunning Fist as part of the normal 
  feat selection (she does not need to meet the 
  prerequisites for the feat), in which case she 
  gains the additional benefits as defined by the 
  chi power.
  Chi Pool:  At 2nd level the master of the way 
  gains access to her chi pool, gaining a number 
  of points each day equal to ½ her class level + 
  her wisdom modifier.
  If the master of the way has at least 1 point in 
  her chi pool she may channel her chi energies 
  through her unarmed attacks to gain the 
  following benefits:
  At 4th level her unarmed attacks are treated as 
  magic for overcoming damage reduction.
  
  4
  At 8th level her unarmed attacks are treated as 
  cold iron and silver for overcoming damage 
  reduction.
  At 12th level she may select one aspect of her 
  alignment (law, good, or evil) and her unarmed 
  attacks are treated as aligned for the aspect 
  chosen for the purpose of overcoming damage 
  reduction.
  At 16th level her unarmed attacks are treated 
  as adamantine for overcoming damage 
  reduction and bypassing hardness.
  She may also spend 1 point from her chi pool to 
  gain one of the following abilities:
  Channel positive energy through her touch 
  to heal herself or one other living creature, 
  restoring 1d4 hit points as a standard action.  
  Note that this cannot be used to damage 
  undead.
  Gain a +2 deflection bonus to her AC for 1 
  round as a swift action.
  Stabilize any living creature reduced to less 
  than 0 hit points by touch as a standard action.
  The benefits for having at least one point in 
  the master of the way’s chi pool or bonuses for 
  expending a chi point are lost if the master of 
  the way is wearing armor or carrying a medium 
  or heavier load.
  The master of the way may regain points to her chi 
  pool under specific circumstances.  If the master 
  of the way single-handedly defeats an opponent 
  without bloodshed in martial combat, she regains 1 
  point to her chi pool. She may also spend an hour 
  in meditation to regain a number of points equal to 
  ½ her Wisdom modifier (minimum of 1).  The master 
  of the way may never gain more points in her chi 
  pool than initially gained at the beginning of the 
  day.
  Evasion (Ex):  At 3rd level the master of the way 
  gains the ability to supernaturally avoid the 
  damage from most area-effect attacks.  If she 
  makes a successful Reflex saving throw against 
  an attack that would do half damage with a 
  successful save, the master of the way takes 
  no damage.  The master of the way loses this 
  ability if helpless, wearing any type of armor, or 
  carrying a medium or heavier load.
  Chi Power:  Beginning at 4th level the master 
  of the way may choose a class ability called 
  a chi power.  These abilities typically require 
  expending points from the master’s chi pool to 
  gain the effects of the ability.  She may choose 
  a chi power once unless otherwise noted in the 
  power’s description and once chosen, a power 
  cannot be changed.
  Aerial Acrobatics (Su):  The master of the way 
  may spend 1 point from her chi pool as a 
  standard action to gain the ability to fly as the 
  spell of the same name, treating the master’s 
  class level as the effective caster level.  If the 
  master of the way has at least 1 point in her 
  chi pool after activating this power, she may 
  add her class level to any Fly skill checks for the 
  duration of this power’s effect.  The master of 
  the way must be at least 7th level to take this chi 
  power.
  Akashic Awareness (Su):  The master of the 
  way may choose one field of study in the 
  Knowledge skill in which she has at least 1 rank 
  when choosing this power.  She may then add 
  her class level to any Knowledge skill checks 
  involving the field of study chosen as long as 
  the master of the way has at least 1 point in her 
  chi pool.  The master of the way may spend 
  one point from her chi pool as a free action to 
  gain a +20 bonus to a single skill check involving 
  the chosen field of study.  The master of the 
  way may take this chi power more than once, 
  choosing a different field of study each time 
  the chi power is chosen.
  Arcane Resistance (Ex):  The master of the way 
  gains spell resistance equal to her current class 
  level + 10 as long as she has at least 1 point in 
  her chi pool.  She may increase this resistance 
  as a free action by spending a number of points 
  from her chi pool to increase the resistance by 
  the same number.  The master of the way may 
  spend a maximum number of points from her chi 
  pool equal to ¼ her class level.  The master of 
  the way must be at least 13th level to take this chi 
  power.
  Channel Positive Energy (Su):  The master of the 
  way may spend 1 point from her chi pool as a 
  standard action to project positive energy in a 
  30 ft radius healing 2d6 points of damage. For 
  every four levels above 4th, the master of 
  
  5
  the way may expend an additional point from 
  her chi pool to increase the healing damage by 
  2d6.  The master of the way may use this power 
  to harm undead rather than heal the living if so 
  desired.
  This chi power allows the master of the way to 
  take feats that modify or affect the Channel 
  Energy class ability as long as she meets any 
  other prerequisites for the feat.
  Chi Conversion (Sp):  As long as the master of the 
  way has at least 1 point in her chi pool, she may 
  convert any spell she has prepared that is not 
  her chi focus or domain spell (see Ties that Bind 
  below) into a cure spell of the same level or lower.
  Chi Meta Magic (Sp):  The master of the way 
  must choose a meta-magic feat she possesses 
  when she chooses this chi power.  Once 
  selected, she may either prepare a spell with 
  that meta-magic feat by spending a number 
  of points from her chi pool to pay for the cost of 
  level increase normally used to determine the 
  effective spell level of the spell or spending the 
  same number of points when spontaneously 
  applying the meta-magic feat to the spell 
  when cast.  If the spell is prepared ahead 
  of time, points from the chi pool cannot be 
  regained until after the spell is cast.  If the 
  effect is spontaneously applied, the 
  rules regarding the casting time of the 
  spell for spontaneous meta-magic 
  effects apply.  Only one meta-magic 
  feat’s level cost may be applied to 
  the chi pool per spell, though multiple 
  spells may be so prepared per day 
  and other meta-magic feats may be 
  applied to spells normally.
  The master of the way may take this 
  power multiple times, selecting a 
  different meta-magic feat each time 
  it is chosen.  The master of the way 
  must be at least 10th level before she 
  may take this power.
  Communicative Awareness (Ex):  The 
  master of the way gains the ability 
  to speak with any living creature as 
  if under a permanent Tongues spell 
  effect.  The effect is not magical and 
  is not subject to being dispelled or an 
  anti-magic field.  The master of the way 
  must be at least 13th level to take this chi power.
  Deflecting Aura (Su):  The master of the way 
  gains a +1 deflection bonus to her AC while she 
  has at least 1 point in her chi pool.  This bonus 
  increased to +2 at 5th level and an additional 
  +1 bonus every five levels thereafter.  
  She may also spend 1 point from her chi pool 
  to increase the deflection bonus by 1 for a 
  number of rounds equal to ½ her class level.  
  She may spend as many points from her chi 
  pool equal to the bonus granted by having at 
  least 1 point in her chi pool.
  The master of the way loses the deflection 
  bonus if wearing armor, carrying a medium or 
  heavier load, or is helpless.
  Extraordinary Emissary (Ex):  As long as the 
  master of the way has at least 1 point in her 
  chi pool, she gains a bonus equal to her class 
  level to any Diplomacy checks with any living 
  creature.  She may spend 1 point from her chi 
  pool to gain a +20 bonus to the Diplomacy 
  check.  The master of the way must have the 
  Communicative Awareness chi power before 
  she may take this chi power.
  Fleet Footed (Ex):  The master of the way 
  gains a +10 ft bonus to her movement 
  © Matt Morrow
  
  6
  rate as long as she has at least 1 point in her 
  chi pool and is not wearing armor or carrying 
  a medium or heavier load.  She may spend 1 
  point from her chi pool to increase her speed 
  by another 10 ft for a number of rounds equal 
  to her class level.  She may spend a total 
  number of points equal to 1/5 her class level.
  Fortified Immunity (Ex):  The master of the way 
  is immune to disease of any type—including 
  magical and supernatural diseases—as long as 
  she has at least 1 point in her chi pool.  If she is 
  diseased her chi pool is empty and she gains 
  a point to her chi pool, the master of the way 
  is allowed a new saving throw to remove the 
  effects of the disease (using the original DC of 
  the disease).
  Greater Immunity (Su):  The master of the way 
  is immune to poisons of any type as long as 
  she has at least 1 point in her chi pool.  If she is 
  poisoned her chi pool is empty and she gains 
  a point to her chi pool, the master of the way 
  is allowed a new saving throw to remove the 
  effects of the poison (using the original DC of 
  the poison).  The master of the way must be at 
  least 10th level and have the Fortified Immunity 
  chi power to take this chi power.
  High Jump (Ex):  The master of the way may 
  add her class level to any Acrobatic checks 
  involving jumping either vertically or horizontally 
  as long as she has at least 1 point in her chi 
  pool.  The master of the way may spend 1 point 
  from her chi pool as a swift action to gain a +20 
  bonus on the Acrobatics check for jumps made 
  that round.
  Master Combatant (Ex):  As long as the master 
  of the way has at least 1 point in her chi pool 
  she may use her class level as her base attack 
  bonus for all unarmed attacks or attacks made 
  with her Soft Hand ability, including her combat 
  maneuver bonus for performing any combat 
  maneuvers.  She may spend 1 point from her 
  chi pool as a free action to gain one additional 
  attack at her highest base attack bonus (with 
  the -2 penalty applied) while using her art of chi 
  ability and may spend 2 points at 15th level for 
  two additional attacks while using the art of chi.  
  The master of the way must be at least 10th 
  level to take this chi power.
  Pass Through the Veil (Su):  The master of the 
  way may step through the ethereal plane to 
  instantly bypass any obstacles in the material 
  world.  She mast have line of site and spending 
  1 point from her chi pool per 20 ft transported 
  and may move a maximum of 20 ft X ½ her 
  class level.  Using this power requires a move 
  action and does not provoke attacks of 
  opportunity.  The master of the way may not 
  take anyone with her when she uses this power 
  and if she attempts to move to an area already 
  occupied by a solid body the power fails while 
  the points from her chi pool are lost.  The master 
  of the way must be at least 13th level to take this 
  master of the way.
  Perfect Physical Exertion (Ex):  The master of 
  the way may add her class level to any Climb 
  or Swim checks as long as she has 1 point in 
  her chi pool.  She may spend 1 point from her 
  chi pool to gain a +20 bonus to a single skill 
  check involving the Climb or Swim skill as a 
  swift action.  The master of the way may also 
  spend 1 point from her chi pool as a free action 
  to increase the amount of time she may hold 
  her breath for an additional number of rounds 
  equal to her Constitution score.
  Slow Fall (Ex):  The master of the way may 
  attempt to slow his descent while falling  if he 
  is within  arm’s reach of a wall or other vertical 
  surface as long as she has at least 1 point in her 
  chi pool.  She may reduce the falling damage 
  by 20 feet, reducing the effective damage by 
  and additional 10 ft for every two levels beyond 
  4th level.  At 20th level, the master of the way 
  may ignore all falling damage regardless of 
  height as long as she is within arms reach of the 
  wall and has 1 point in her chi pool.
  Stunning Fist (Ex):  The master of the way gains 
  Stunning Fist as a bonus feat.  She may use 
  Stunning Fist a number of times per day equal 
  to her class level.  If she has other class levels, 
  she gains an additional use for every four class 
  levels possessed of the other class(es).  Unlike 
  the feat, the DC for the Fortitude saving throw 
  is equal to 10 + ½ the master of the way’s class 
  level + her Intelligence modifier.  The master of 
  the way may also spend 1 point per five class 
  levels from her chi pool to increase the DC 
  by the number of points spent as a free 
  
  7
  action.  She must spend the points before the 
  attack, and if the attack fails, the points are 
  still lost.  The stunned condition is also modified, 
  lasting a number of rounds equal to her 
  Intelligence modifier (minimum of 1).
  Intense training allow the master of the way 
  to apply a different condition other than stun 
  beginning at 4th level and gained every four 
  levels thereafter.
  At 4th level she may apply the fatigued condition 
  for 1 + her Intelligence modifier rounds.
  At 8th level the master of the way may choose 
  to sicken her opponent for a number of rounds 
  equal to ½ her class level + her Intelligence 
  modifier.
  At 12th level the master of the way may choose 
  to stagger the opponent with her stunning fist 
  lasting a number of rounds equal to ½ her class 
  level + her Intelligence modifier.
  At 16th level the master of the way may choose 
  to nauseate her opponent for a number of 
  rounds equal to twice her Intelligence modifier.
  At 20th level the master of the way’s stunning 
  fist may be used to paralyze an opponent for 
  a number of rounds equal to her Intelligence 
  modifier.
  These effects do not stack with themselves, 
  but additional successful strikes will extend the 
  duration of the effect.
  Ties that Bind (Su):  The master of the way may 
  choose from the following domains (or one of 
  their associated sub-domains) and gains the 
  associated powers as well as choosing her chi 
  focus bonus spell or domain spell for each spell 
  level she may cast.  
  Air, Animal, Community, Glory, Good, Healing, 
  Knowledge, Liberation, Luck, Protection, 
  Strength, Sun, or Travel.
  Style Feats (Ex):  Beginning at 5th level the 
  master of the way may select one of the 
  following styles and the associated style feat as 
  a bonus feat:  Crane, Mantis, Monkey, Panther, 
  Tiger, or Wolf.  At 8th level and every three levels 
  thereafter the master of the way may choose 
  another feat from the chosen style or select 
  another style and its associated initial feat.
  Improved Evasion (Ex):  At 9th level the master 
  of the way’s evasion ability becomes so innate 
  to her natural well being that even if she fails 
  the Reflex saving throw against an area-effect 
  attack that normally does half damage with 
  a successful saving throw, she takes only half 
  damage if she fails the saving throw.  If the 
  master of the way is helpless, wearing armor or 
  carrying a medium or heavier load.
  Chi Mastery (Ex):  At 20th level, the master of 
  the way gains complete mastery over her own 
  mind and body.  She does not to sleep and 
  may control her breathing to the point where 
  she may hold her breath for a number of hours 
  equal to her class level.  Her aging slows down 
  to one tenth the rate normally associated with 
  her race.  
  She may spend up to her current total of points 
  within her chi pool on a single attack roll, saving 
  throw, or gain a DR/— equal to the points spent 
  for 1 round as an Immediate action.
  Chi Spell List
  0 Level:  Create Water, Detect Magic, Detect 
  Poison, Guidance, Light, Mending, Purify Food 
  and Drink, Read Magic, Resistance, Spark, 
  Stabilize, Virtue
  1st Level:  Air Bubble, Ant Haul, Bless, Blessed Fist, 
  Bless Water, Chi Shot, Command, Comprehend 
  Languages, Cure Light Wounds, Dancing 
  Lantern, Deadeye’s Lore, Deathwatch, Detect 
  [Chaos, Evil, Good, Law], Divine Favor, Endure 
  Elements, Entropic Shield, Liberating Command, 
  Magic Stone, Magic Weapon, Moment of 
  Greatness, Obscuring Mist, Peacebond, 
  Protection From (Chaos, Evil, Good, Law), 
  Remove Fear, Sanctuary, Shield of Faith, 
  Stunning Barrier
  2nd Level:  Aid, Air Step, Align Weapon, Ant 
  Haul [Communal], Augury, Bear’s Endurance, 
  Blessing of Courage and Life, Bull’s Strength, 
  Calm Emotions, Cure Moderate Wounds, 
  Darkness, Delay Poison, Eagle’s Splendor, 
  Endure Elements [Communal], Enthrall, Find 
  Traps, Ghostbane Dirge, Grace, Hold Person, 
  Imbue with Chi, Life Pact, Make Whole, Owl’s 
  Wisdom, Path of Glory, Protection from (Chaos, 
  Evil, Good, Law) [Communal], Remove 
  Paralysis, Resist Energy, Restoration 
  
  8
  [Lesser], Returning Weapon, Shatter, Shield of 
  Fortification, Shield Other, Silence, Sound Burst, 
  Spiritual Weapon, Status, Weapon of Awe, Zone 
  of Truth
  3rd Level:  Align Weapon [Communal], Aura 
  Sight, Blindness/Deafness, Chi Drain, Chi Well, 
  Continual Flame, Create Food and Water, Cure 
  Serious Wounds, Daylight, Deeper Darkness, 
  Dispel Magic, Elemental Speech, Guiding 
  Star, Helping Hand, Invisibility Purge, Locate 
  Object,  Magic Circle against (Chaos, Evil, 
  Good, Law), Mantle of Calm, Meld into Stone, 
  Nap Stack, Obscure Object, Prayer, Protection 
  from Energy, Remove Blindness/Deafness, 
  Remove Curse, Remove Disease, Resist Energy 
  [Communal], Returning Weapon [Communal], 
  Sacred Bond, Searing Light, Stone Shape, 
  Stunning Barrier [Greater], Water Breathing, 
  Water Walk, Wind Wall, Wrathful Mantle
  4th Level:  Air Walk, Blessing of Fervor, Control 
  Water, Cure Critical Wounds, Death Ward, 
  Dimensional Anchor, Discern Lies, Dismissal, 
  Divination, Divine Power, Freedom of 
  Movement, Guardian of Faith, Imbue with Spell 
  Ability, Magic Weapon [Greater], Neutralize 
  Poison, Path of Glory [Greater], Persistent Vigor, 
  Planar Adaptation, Protection from Energy 
  [Communal], Rest Eternal, Restoration, Sending, 
  Shield of Fortification [Greater], Spell Immunity, 
  Spiritual Ally, Tongues
  5th Level:  Air Walk [Communal], Atonement, 
  Break Enchantment, Breath of Life, Chi Lock, 
  Cleanse, Command [Greater], Commune, 
  Cure Light Wounds [Mass], Dispel (Chaos, Evil, 
  Good, Law), Disrupting Weapon, Ghostbane 
  Dirge [Mass], Hallow, Life Bubble, Pillar of Life, 
  Plane Shift, Scrying, Spell Immunity [Communal], 
  Spell Resistance, Tongues [Communal], True 
  Seeing, Wall of Stone
  6th Level:  Bear’s Endurance [Mass], Bull’s 
  Strength [Mass], Cure Moderate Wounds 
  [Mass], Dispel Magic [Greater], Eagle’s 
  Splendor [Mass], Geas/Quest, Heal, Hero’s 
  Feast, Owl’s Wisdom [Mass], Planar Adaptation 
  [Mass], Repulsion, Restoration [Greater], 
  Resurrection, Symbol of Persuasion, Wind Walk, 
  Word of Recall
  New Feats
  Extra Chi Pool
  You have learned how to harness more of your 
  chi to empower your abilities.
  Prerequisites:  Chi Pool class feature.
  Benefit:  Your chi pool increases by 2 points.
  Special:  You may take this feat multiple times, 
  gaining 2 additional points each additional 
  time it is taken.
  Extra Chi Power
  Your intense training in the art of chi has 
  unlocked an additional power.
  Prerequisites:  Chi Pool class ability, Chi Power 
  class ability, 4th level
  Benefit:  You gain one additional Chi Power.  
  You must meet any requirements for the power 
  before you may choose it.
  Special:  You may take this feat multiple times, 
  selecting a new Chi Power each time.
  New Spells
  Spell casters with the a class ability that grants a 
  supernatural pool of energy may learn and cast 
  the following spells, even if the pool of reserved 
  energy does not come from the same class 
  that grants the spell casting ability.  The premise 
  for these spells is that these pools are similar 
  
  9
  enough in nature that their quantifiable energy 
  may be effected by the spells below.
  Note that these spell do not affect Grit, 
  Panache or other reserves that are not 
  specifically tied to a pool.
  Chi Drain
  School Necromancy
  Level Cleric/Oracle 4, Master of the Way 3, 
  Magus 3, Sorcerer/Wizard 4, Wushu Master 3
  Components V, S, M (salt infused with ash)
  Casting Time 1 standard action
  Range Touch
  Target 1 living creature
  Duration See below
  Saving Throw Fortitude (negates)
  Spell Resistance yes
  This spell allows the caster to drain a number 
  of points from an opponent’s chi/ki or other 
  similar supernatural pool.  The spell caster must 
  make a touch attack against the target, and if 
  successful the victim is allowed Fortitude saving 
  throw to avoid the effects.  If the victim fails the 
  saving throw he loses 1d4 points from his pool 
  of reserve energy.  The spell cannot reduce the 
  target’s pool below 0 and points lost may be 
  regained normally.  If the target does not have 
  a chi/ki or similar pool class ability, this spell has 
  no effect.
  Chi Lock
  School Transmutation
  Level Cleric/Oracle 5, Magus 5, Master of the 
  Way 5, Sorcerer/Wizard 5, Wushu Master 5
  Components V, S, M (Iron key)
  Casting Time 1 round
  Range Touch
  Target 1 living creature
  Duration 1 hour/level
  Saving Throw  Fortitude (partial)
  Spell Resistance yes
  The caster must make a touch attack against a 
  target after taking a full round to cast the spell.  
  If successful, the target is allowed a Fortitude 
  saving throw to reduce the effectiveness of the 
  spell.  Regardless of the saving throw, the victim 
  cannot use any points from his chi/ki or similar 
  supernatural power for the duration of the spell.  
  If the saving throw is successful, the duration 
  is limited to 1 minute/level of the caster.  
  If the victim does not have access to a chi/ki 
  pool or similar arcane or divine pool the spell 
  has no effect.
  Chi Shot
  School Conjuration (healing)
  Level Cleric/Oracle 2, Master of the Way 1
  Components V, S
  Casting Time 1 standard action
  Range Close (25 ft +5 ft/2 levels)
  Target 1 creature per 4 caster levels
  Duration Instantaneous
  Saving Throw Will (negates, harmless)
  Spell Resistance yes
  The caster may target one living creature 
  within range as long as no recipient is no further 
  than 30 ft away from another recipient.  The 
  caster may spend up to 1 point per five levels 
  possessed from his chi/ki or similar pool to heal 
  each target 1d6 points of damage per point 
  spent.  Only living creatures are affected by this 
  spell.
  Chi Well
  School Conjuration (healing)
  Level Cleric/Oracle 3, Magus 3, Master of the 
  Way 3, Sorcerer/Wizard 3, Wushu Master 3
  Components V,S, M (sliver of silver)
  Casting Time 1 standard action
  Range Personal
  Target You
  Duration 1 minute per 3 character levels
  Saving Throw Will (negates, harmless)
  Spell Resistance no
  This spell regenerates the spell caster’s pool 
  of reserve energy, whether it is chi, ki, arcana, 
  or other supernatural source of well spring 
  power used to empower the caster’s other 
  class abilities.  The spell replaces 1 point in the 
  caster’s pool per minute for the duration of 
  the spell beginning the round the spell is cast.  
  This spell will never replace more points in the 
  caster’s pool than he is normally allowed based 
  on the class ability that grants the pool.
  Imbue with Chi
  School Transmutation
  Level Cleric/Oracle 3, Magus 3, Master of the 
  Way 2, Sorcerer/Wizard 3, Wushu Master 2
  Components V, S
  Casting Time 1 standard action
  
  10
  Range Touch
  Target one living creature
  Duration 1 round/level — see below
  Saving Throw Will (negates,harmless)
  Spell Resistance no
  The caster may transfer 1 point from his own 
  chi/ki or similar pool to another living creature.  
  If the recipient has a pool based class ability, 
  the point may be used to empower one the 
  recipient’s pool based class abilities.  Once the 
  point is transferred the caster’s own pool total is 
  reduced by 1 point until the end of the duration 
  of the spell or the recipient spends the point 
  to power one of their own abilities.  The spell 
  caster does not regain the points imbued, they 
  are lost until replenished in a normal manner 
  based on his class.  The caster may imbue one 
  additional point for every five levels possessed 
  beyond 5th level.  The caster may not imbue 
  more points than is currently found in his own 
  pool.  If the caster has no points within his chi/ki 
  or similar pool this spell has no effect.
  If the recipient does not have a class ability that 
  grants a pool of reserved energy, the recipient 
  may use the point to gain a bonus to an attack 
  roll or saving throw based on the number of 
  points transfered as long as it is used within the 
  duration of the spell.
  New Magic Items
  Beads of the Chi Master
  Aura faint transmutation; CL 3rd or 5th*; Weight –
  Slot neck; Price 1,200 gp or 2,400 gp*
  This necklace is composed of a dozen ornate 
  ceramic beads.  The wearer may pluck one of the 
  beads as a move action and speak a command 
  word, gaining 1 point to her chi/ki or similar pool.  
  This point may increase the user’s total pool 
  beyond his normal total, but only one bead may 
  be used at a time, if another one is activated, it 
  has no further effect.  The user may use the point 
  as desired but if it isn’t used by the next time the 
  user performs his daily mediation the point is lost.
  Once a bead is removed, it becomes inert and 
  cannot be recharged.  However, they can be 
  saved and used to re-craft a new necklace 
  reducing the total cost for raw materials by half.
  If the user does not have a chi/ki or similar pool 
  then the magic of the bead is wasted.
  Construction Requirements
  Craft Wondrous Item, Imbue with Chi, creator 
  must have a chi/ki pool; Cost 600 gp or 1,200 gp*
  *Caster level, price, and cost is based on the class 
  of the crafter.  Master of the Way or a Wushu 
  Master may craft these at a reduce price due to 
  the effective spell level of Imbue with Chi.
  Douli of Chi Repose
  Aura faint conjuration; CL 5th; Weight 1 lb.
  Slot head; Price  6,000 gp
  The douli is the eastern conical hat typically made 
  of woven reeds or bamboo.  The douli of chi 
  repose treats the wearer as having at least 1 point 
  within his chi/ki pool even if all the points have 
  been spent.  The wearer may not spend the point, 
  but the wearer is treated as having at least 1 point 
  for any class abilities that are granted while the 
  character’s chi/ki pool is not empty.  This item has 
  no effect if the wearer does not have a chi/ki or 
  similar supernatural pool class ability.  The douli is 
  flammable if exposed to open flame.
  Construction Requirements
  Craft Wondrous Item, Chi Well, creator must 
  have a chi/ki pool; Cost 3,000 gp
  Incense of Chi Meditation
  Aura faint transmutation; CL 3rd or 5th*; Weight –
  Slot none; Price  900 gp or  2,250 gp*
  These incense sticks come in bundles of ten 
  and typically come in a tin or wooden box to 
  protect them from the elements.  Burning an 
  individual stick while meditating for an hour 
  grants a character with a chi/ki or similar pool 
  one extra point for the day.  Burning additional 
  sticks at the same time has no additional 
  effect, at most a character can gain is a 
  single point.  In addition, a stick only affects a 
  single individual, it cannot be used for multiple 
  recipients.  The effects of the stick wear off after 
  24 hours.
  Construction Requirements
  Craft Wondrous Item, Imbue with Chi, creator 
  must have a chi/ki pool; Cost 450 gp or 1,125 gp*
  *Caster level, price, and cost is based on the class 
  of the crafter.  Master of the Way or a Wushu 
  Master may craft these at a reduce price due to 
  the effective spell level of Imbue with Chi.
  
  11
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
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