TEXT: 1
  Brian Jolly
  Chi Warrior
  
  2
  Chi Warrior
  Credits
  Author: Brian Jolly
  Development: Carl Cramér, Perry Fehr
  Editing: Perry Fehr, Mark Gedak
  Artist: Gary Dupuis
  Porphyra Logo: Rick Hershey
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from 
  Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, Inc does not guarantee compatibility, and does not endorse this 
  product.
  
  3
  Chi Warrior
  “I don’t know even know how you call what you do ‘fight-
  ing’, it’s so slow and boring. Now me, when I fight, I make 
  it a dance, I make it interesting so my opponent at least 
  can die entertained. But seriously, why am I explaining 
  this to you when I could just show you?”.
  —Rosa Espada, of the Black Roses
  The focus of stories and fables alike, all history remem-
  bers the acts of a true hero. Adventurers at heart, a chi 
  warrior is rarely found idle, instead going out to leave 
  their mark on the world in whatever way they can. 
  There are those who love challenging the impossible, 
  slaying dragons and demons alike while bringing back 
  exotic trophies of their slaughtered foes. Others work 
  to overthrow oppression, rarely abiding a tyrant in their 
  lands.
     Most chi warriors feel right at home with barbarians 
  and rogues, finding a great deal in common through 
  their travels. A bard and a chi warrior can have a friend-
  ship that is as legendary as their accomplishments, each 
  complimenting the other. Chi warriors are often at odds 
  with monks and lawful divine characters, their rigid 
  codes rub the more free spirited chi warrior the wrong 
  way.
     Chi warriors generally pay little attention to the gods, 
  seeing them more as inspiring idols than objects of ven-
  eration. Terrestrial affairs concern them far more, chi 
  warriors sometimes keep a journal to chronicle honor-
  able opponents and glory won in battle.
     Vain and prideful, chi warriors can be reckless in 
  battle, proving a touch too wild for allies. But rarely will 
  they go as far as to put their comrades in danger, prefer-
  ring to face the most dangerous challenges themselves. 
  Drawn to trouble like moths to a flame, chi warriors 
  are rarely wanting for combat, finding the experience 
  invigorating as they use their opponent as a canvas for 
  their artistic expression. As long as chi warriors can 
  walk, they can fight, often pushing the body to the 
  breaking point and beyond.
  Role: A chi warrior’s role is never clear to anyone but 
  themselves, often taking a variety of combat roles even 
  in a single battle. From summoning up immense spiri-
  tual energy to destroying foes with impossibly powerful 
  strikes, a chi warrior often finds her way around the 
  battlefield in the blink of an eye, managing to put down 
  foes before they have a chance to trouble her allies. 
  Attacking in unorthodox ways, a chi warrior’s greatest 
  asset in combat is her unpredictable nature.
  Alignment: Any. The mantle of the chi warrior is open 
  to all who would dedicate themselves, allowing chi war-
  riors to come from all walks of life. While the great ma-
  jority of them are chaotic in nature, chi warriors only 
  need a strong belief in themselves and their abilities to 
  maintain their skills. Good and neutral chi warriors 
  often find themselves wanderers, righting wrongs and 
  fighting for the greater good, while evil chi warriors use 
  their power to carve out their own fief.
  Hit Die: d10.
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) In ad-
  dition, each character begins play with an outfit worth 
  10 gp or less.
  Class Skills: The chi warrior’s class skills are Acrobatics 
  (Dex), Climb (Str), Craft (Int), Diplomacy (Cha) Es-
  cape Artist (Dex), Intimidate (Cha), Knowledge (local) 
  (Int), Knowledge (geography) (Int), Perception (Cha), 
  Perform (Cha), Profession (Cha), Ride (Dex), Sense 
  Motive (Cha), Sleight of Hand (Dex), Stealth (Dex), 
  Swim (Str), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  These are all the class features of the chi warrior.
  Weapon and Armor Proficiencies: Chi warriors are 
  proficient with all simple weapons as well as unarmed 
  strikes. Chi warriors are also proficient with light and 
  medium armor but not with shields. Chi warriors gain 
  additional weapon proficiencies depending on their 
  Chi Versus Ki.
  Chi and ki are both manifestations of 
  spiritual energy, but expressed differ-
  ently. While ki is based on discipline and 
  Wisdom, chi is based on joy of life and 
  Charisma. Ki is explosive but finite, chi 
  is rhythmic and everlasting. Ki is col-
  lected in a pool and released in bursts, chi 
  streams constantly and is useable as long 
  as the character can remain in tune with 
  it’s ebb and flow. 
  
  4
  Table: Chi Warrior
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Unarmed 
  Damage
  AC Bonus
  Fast 
  Movement
  1st
  +1
  +2
  +2
  +2
  Discipline path, special 
  moves, way of life
  1d6
  +0
  +0 ft.
  2nd
  +2
  +3
  +3
  +3
  Signature weapon, style 
  feat
  1d6
  +0
  +0 ft.
  3rd
  +3
  +3
  +3
  +3
  Special moves
  1d6
  +0
  +10 ft.
  4th
  +4
  +4
  +4
  +4
  Style ability
  1d8
  +1
  +10 ft.
  5th
  +5
  +4
  +4
  +4
  Style feat, uncanny dodge 1d8
  +1
  +10 ft.
  6th
  +6/+1
  +5
  +5
  +5
  Special moves
  1d8
  +1
  +20 ft.
  7th
  +7/+2
  +5
  +5
  +5
  Buff specialist, chi feats
  1d8
  +1
  +20 ft.
  8th
  +8/+3
  +6
  +6
  +6
  Style feat
  1d10
  +2
  +20 ft.
  9th
  +9/+4
  +6
  +6
  +6
  Chi waves, evasion
  1d10
  +2
  +30 ft.
  10th
  +10/+5
  +7
  +7
  +7
  Style ability
  1d10
  +2
  +30 ft.
  11th
  +11/+6/+1
  +7
  +7
  +7
  Stance fusion, style feat
  1d10
  +2
  +30 ft.
  12th
  +12/+7/+2
  +8
  +8
  +8
  Special moves
  2d6
  +3
  +40 ft.
  13th
  +13/+8/+3
  +8
  +8
  +8
  Improved uncanny dodge 2d6
  +3
  +40 ft.
  14th
  +14/+9/+4
  +9
  +9
  +9
  Style feat
  2d6
  +3
  +40 ft.
  15th
  +15/+10/+5
  +9
  +9
  +9
  Improved evasion
  2d6
  +3
  +50 ft.
  16th
  +16/+11/+6/+1
  +10
  +10
  +10
  Special moves
  2d8
  +4
  +50 ft.
  17th
  +17/+12/+7/+2
  +10
  +10
  +10
  Style feat
  2d8
  +4
  +50 ft.
  18th
  +18/+13/+8/+3
  +11
  +11
  +11
  Style ability
  2d8
  +4
  +60 ft.
  19th
  +19/+14/+9/+4
  +11
  +11
  +11
  Lightning buff
  2d8
  +4
  +60 ft.
  20th
  +20/+15/+10/+5 +12
  +12
  +12
  Chi avatar, style feat
  2d10
  +5
  +60 ft.
  choice of fighting style. Note that chi warriors with high 
  Charisma scores do not need to rely on armor, they can 
  use their way of life as an armor bonus (below) instead.
  Unarmed Strike: At 1st level, a chi warrior gains Im-
  proved Unarmed Strike as a bonus feat. A chi warrior’s 
  attacks may be with fist, elbows, knees, and feet. This 
  means that a chi warrior may make unarmed strikes with 
  her hands full. There is no such thing as an off-hand 
  attack for a chi warrior striking unarmed. A chi warrior 
  may thus apply her full Strength bonus on damage rolls 
  for all her unarmed strikes.
     Usually a chi warrior’s unarmed strikes deal lethal 
  damage, but she can choose to deal nonlethal damage 
  instead with no penalty on her attack roll. She has the 
  same choice to deal lethal or nonlethal damage while 
  grappling.
     A chi warrior’s unarmed strike is treated as both a 
  manufactured weapon and a natural weapon for the pur-
  pose of spells and effects that enhance or improve either 
  manufactured weapons or natural weapons.
     A chi warrior also deals more damage with her un-
  armed strikes than a normal person would, as shown 
  above on Table: Chi Warrior. The unarmed damage 
  values listed on Table: Chi Warrior is for Medium chi 
  warriors. A Small chi warrior deals less damage than the 
  amount given there with her unarmed attacks, while a 
  Large chi warrior deals more damage; see Table: Small or 
  Large Chi Warrior Unarmed Damage.
  Way of Life Armor Bonus (Ex): When unarmored 
  and unencumbered, the chi warrior adds her Charisma 
  bonus (if any) as a dodge bonus to her Armor Class and 
  Combat Maneuver Defense.  
     She loses this bonus when she loses her Dexterity bo-
  nus to Armor Class, when she is immobilized or helpless, 
  when she wears any armor, when she carries a shield, or 
  when she carries a medium or heavy load.
  
  5
  Small or Large Chi Warrior Unarmed Damage
  Level
  Damage  
  (Small)
  Damage  
  (Large)
  1st–3rd
  1d4
  1d8
  4th–7th
  1d6
  2d6
  8th–11th
  1d8
  2d8
  12th–15th
  1d10
  3d6
  16th–19th
  2d6
  3d8
  20th
  2d8
  4d8
  Fighting style (Ex): Chi warriors are defined by their 
  choice of style, the abilities that they focus on beyond all 
  others. At 1st level, a chi warrior must select one fight-
  ing style to focus upon and two secondary styles. Any 
  style(s) not selected becomes a prohibited style.
     At first level, the chi warrior gains proficiency with the 
  weapons of her primary fighting style.
     At 4th level, 10th level, and 18th level, the chi warrior 
  gains a special ability from their fighting style.
     A chi warrior selects special moves from her primary 
  and secondary styles, see special moves, below. The chi 
  warrior’s fighting style also decides which style feats she 
  learns at level 2, 5, and 8. After that, the chi warrior can 
  pick any style feat. See style feats, below.
  Special Moves: Unlike other martial characters, the chi 
  warrior brings a whole new flair to combat, their fight-
  ing style uniquely tailored to whatever battle they’re in, 
  able to change special moves at a moment’s notice. At 1st 
  level, 3rd level, 6th level, and every six levels thereafter, 
  the chi warrior learns two special moves.
     Whenever the chi warrior selects special moves at a 
  new level, she may pick any number of special moves 
  from her primary fighting style, but her selection from 
  other paths is limited. A chi warrior must select half or 
  more of her special moves from her primary fighting 
  style, no more half from her secondary fighting styles 
  together, and none from a forbidden fighting style.
     All saves for techniques are determined by the chi war-
  rior using them. Unless otherwise noted, the save DC for 
  each technique are 10 + ½ the chi warrior’s class level + 
  her Charisma modifier. All spell-like effects have a caster 
  level equal to the chi warrior’s class level.
     Chi warriors may treat every two levels as non-chi war-
  rior level for the purposes of their effective chi warrior 
  level to qualify for advancement in each special move, 
  for caster level with spell-like special moves, and to cal-
  culate the save DCs of their techniques.
     Special move come in three basic types, tsuki, kata, 
  and uke. A chi warrior cannot use the same tsuki or uke 
  two rounds in a row. This may force a chi warrior to 
  make ordinary attacks in between special moves, espe-
  cially at low level.
  • 
  Tsuki: A tsuki requires a standard action to use, 
  targeting an opponent with either an attack roll or 
  other effect.
  • 
  Kata: A kata requires either a move or a swift action 
  to use, somehow increasing the abilities of the user. 
  A chi warrior can only have one kata special move 
  running at any time.
  • 
  Uke: A uke requires an immediate action to use, and 
  is done in response to a triggering event specified for 
  each ability.
  Fast Movement: At 3rd level, a chi warrior gains an en-
  hancement bonus to her land speed, as shown on Table: 
  Chi Warrior. A chi warrior carrying a medium or heavy 
  load loses this extra speed.
  Signature Weapon: At third level, the chi warrior gains 
  Weapon Focus with unarmed strikes and with one of 
  the weapons of her primary fighting style as bonus feats. 
  If she already has Weapon Focus in one or another of 
  these, she may instead take any combat feat she fulfills 
  the prerequisites for as a bonus feat. She can gain ad-
  ditional signature weapons; any weapon the chi warrior 
  has the Weapon Focus feat for is considered a signature 
  weapon. A signature weapon always adds the chi war-
  rior’s Strength bonus to damage, the damage bonus is 
  Tsuki, Kata, Uke:
  In keeping with the exotic source of the 
  chi warrior’s power, an internal discipline 
  with mysterious, possibly otherworldly 
  origins, the powers that flow from “Chi” 
  have specific categories and names:
  • 
  Tsuki (zoo-key) – “to strike”, an ap-
  plication of directed power of  
  attack
  • 
  Kata – “form”, an exercise that 
  prepares the user to apply an act, to  
  improve the user’s abilities
  • 
  Uke (oo-kay) – “ block”, a response 
  to an opponent’s action, to  
  counter their attack
   
  
  6
  not changed when the signature weapon is used in two 
  hands or in the off hand.
     Whenever the chi warrior hits with a signature weap-
  on, the weapon deals damage as if it was an unarmed 
  strike, see the unarmed strike class feature, above. The 
  chi warrior can decide to use the weapon’s base damage 
  instead of the signature weapon damage—this must be 
  declared before the attack roll is made. This increase in 
  damage does not affect any other aspect of the weapon, 
  and doesn’t apply to alchemical items, bombs, or other 
  weapons that only deal energy damage.
  Style Feats: Chi warriors receive style feats as bonus 
  feats at level 2 and every 3 levels thereafter.
     The first 3 bonus feats gained at level 2, 5, and 8 de-
  pend on the chi warrior’s primary fighting style. The chi 
  warrior ignores all prerequisites of these feats. If the chi 
  warrior already knows one of these feats, she can select 
  any combat feat as a replacement. Remaining bonus style 
  feats can be selected freely, but she must fulfill prerequi-
  sites (as modified below) for these feats.
     When fulfilling the prerequisites of style feats (bonus 
  feats or otherwise), chi warrior levels count as monk 
  levels, and any Wisdom requirement is replaced by Cha-
  risma. Style feats can always be used with any weapon 
  the chi warrior has Weapon Focus with, even if they can 
  normally only be used unarmed or with a limited set of 
  weapons. Any style feat that uses Wisdom instead relies 
  on Charisma when used by a chi warrior. Elemental Fist 
  and Stunning Fist are considered style feats when used 
  by a chi warrior, all special rules apply to them.
  AC Bonus (Ex): At 4th level, the chi warrior gains a +1 
  dodge bonus to AC and CMD. This bonus increases 
  by 1 for every four chi warrior levels thereafter, up to a 
  maximum of +5 at 20th level.
     She loses these bonuses when she loses her Dexterity 
  bonus to Armor Class, when she is immobilized or help-
  less, when she wears heavy armor, when she uses a shield, 
  or when she carries a medium or heavy load.
  Uncanny Dodge (Ex): Starting at 5th level, the chi war-
  rior can react to danger before her senses would normally 
  allow her to do so. She cannot be caught flat-footed, 
  nor does she lose her Dex bonus to AC if the attacker 
  is invisible. She still loses her Dexterity bonus to AC if 
  immobilized. A chi warrior with this ability can still lose 
  her Dexterity bonus to AC if an opponent successfully 
  uses the feint action (see Combat) against her.
     If the chi warrior already has uncanny dodge from a 
  different class, she automatically gains improved uncan-
  ny dodge (see below) instead.
  Kata Specialist (Ex): At 7th level, the chi warrior may 
  activate both a kata special move and a style feat stance 
  at once as a swift or move action.
  Chi Feats (Ex): At 7th level, the chi warrior learns how 
  to use chi with combat feats. She can substitute Charis-
  ma for any combat feat prerequisite that uses Intelligence 
  or Wisdom.
  Chi Waves (Ex): At 9th level, the chi warrior connects to 
  the everlasting flow of chi. She can use any combat feat 
  with a limited number of uses per day any number of 
  times per day, but may not use any individual feat that 
  normally has limited uses more than once per round or 
  two rounds in a row. The chi warrior must learn appro-
  priate feats to use this ability.  
  Evasion (Ex): At 9th level or higher, the chi warrior can 
  avoid damage from many area-effect attacks. If a chi 
  warrior makes a successful Reflex saving throw against 
  an attack that normally deals half damage on a success-
  ful save, she instead takes no damage. Evasion cannot be 
  used if the chi warrior is wearing heavy armor. A helpless 
  chi warrior does not gain the benefit of evasion.
  Stance Fusion (Ex): At 11th level, the chi warrior learns 
  how to fuse multiple stances. The chi warrior can have 
  two style feat stances active at once. Starting a stance 
  provided by a style feat is still a swift action, but when 
  the chi warrior switches to another style feat, she can 
  choose one style whose stance is already active to persist. 
  She may have no more than two style feat stances active 
  at any time.
  Improved Uncanny Dodge (Ex): A chi warrior of 13th 
  level or higher can no longer be flanked.
     This defense negates the ability to sneak attack the 
  character by flanking her, unless the attacker has at least 
  four more levels in classes that grant sneak attack than 
  the target has levels in classes that grant uncanny dodge.
     If a character already has uncanny dodge (see above) 
  from another class, the levels from the classes that grant 
  uncanny dodge stack to determine the minimum rogue 
  level required to flank the character.
  Improved Evasion (Ex): At 15th level, the chi warrior 
  takes no damage on a successful Reflex saving throw 
  against attacks, she henceforth takes only half damage 
  
  7
  on a failed save. A helpless chi warrior does not gain the 
  benefit of improved evasion.
  Lightning Kata (Ex): At 19th level, chi warriors have 
  become entirely synced with their way of fighting. They 
  may activate one special move kata or style feat stance 
  per round as a free action. The chi warrior does not 
  gain the ability to maintain multiple kata special moves 
  simultaneously.
  Chi Avatar (Ex): At 20th level, a chi warrior becomes 
  a magical creature. She is forevermore treated as a fey 
  rather than a humanoid (or whatever her original crea-
  ture type was) for the purpose of spells and magical 
  effects. Additionally, the chi warrior gains damage reduc-
  tion 10/lawful, which allows her to ignore the first 10 
  points of damage from any attack made by a nonlawful 
  weapon. She is restored to her starting age and ceases to 
  age—some would say she never grew up at all. Finally, 
  she gains resistance 5 against every type of energy dam-
  age: acid, cold, electricity, fire, and sonic.
  Fighting Styles and Special Moves
  These are the fighting styles available to the chi warrior, 
  and the special moves of each style.
  Adamant Champion
  Leaders among others, the heroes and villains who define 
  bard’s tales and stand alone on the field of battle in shin-
  ing glory or disdain. Adamant champions are capable of 
  taking impossible punishment while leading their fellows 
  to victory, the sight of them often turning the tide of 
  battle.
  Signature Weapons: Battleaxe, longsword, morningstar, 
  shortsword, warhammer.
  Style Feats Snapping: Turtle Style (2nd), Snapping 
  Turtle Clutch (5th), Snapping Turtle Shell (8th).
  • 
  At 4th level, the chi warrior may draw their weapon 
  as a free action in response to an initiative check.
  • 
  At 10th level, the chi warrior may make an Intimi-
  date check against one opponent within 30 ft. as a 
  free action in response to an initiative check.
  • 
  At 18th level, the chi warrior may make an intimi-
  date check against each opponent within 30 ft. as 
  free action in response to an initiative check.
  Absorbing Armor (Uke, Ex): As an immediate action 
  whenever the chi warrior takes physical damage, she 
  receives DR/— equal to one-fourth the damage she took 
  from the triggering effect. This DR last until the end of 
  her next round.
  • 
  At 4th level, the chi warrior may apply the DR from 
  this special move to the triggering effect.
  • 
  At 10th level, the chi warrior instead receives DR/- 
  equal to half of the triggering effect.
  • 
  At 16th level, the DR lasts for five minutes.
  Champion’s Rally (Uke, Ex): As an immediate action 
  when the chi warrior is within 30 ft. of an ally who is 
  about to make a Fortitude or Will saving throw, the chi 
  warrior may also make a saving throw of the same type 
  and difficulty. If either saving throw is successful, the 
  ally succeeds at the saving throw. If both saving throws 
  fail, the chi warrior and her ally both suffer the effects of 
  the failed saving throw. If the effect also affects the chi 
  warrior directly, she does not suffer both effects, she only 
  takes the worst of the results she would have taken, that 
  from this ability or the effect she suffers directly.
  • 
  At 4th level, the chi warrior can apply this to Reflex 
  saving throws. The ally also gains the benefits of the 
  chi warrior’s evasion ability, regardless of armor or 
  encumbrance.
  • 
  At 10th level, the chi warrior can use this to help 
  all allies within 30 ft. who are affected by the effect 
  saved against.
  • 
  At 16th level, the chi warrior can use this ability on 
  herself, gaining two saving throws and using the best 
  result.
  Devastating Assault (Tsuki, Ex): As a standard action, 
  the chi warrior may make a melee attack roll against one 
  target. If this attack roll is successful, the target takes 
  twice as much damage as normal (additional damage, 
  like that from a flaming weapon or sneak attack, is not 
  multiplied).
  • 
  At 4th level, in addition to damage, the target must 
  make a Fortitude save or be dazed for 1 round.
  • 
  At 10th level, the target may instead be stunned.
  • 
  At 16th level, the target may instead be dazed for 
  a number of rounds equal to the chi warrior’s Cha 
  modifier. 
  The target receives a new saving throw to break the effect 
  
  8
  on the chi warrior’s turn each round.
  Inspiring Blow (Tsuki, Ex/Sp): As a standard action, the 
  chi warrior may make a melee attack roll against one tar-
  get. If it is successful, the chi warrior may select one ally 
  within 30 ft. to receive a number of temporary hit points 
  equal to the chi warrior’s level + the chi warrior’s Cha 
  modifier. These temporary hit points last for 5 minutes 
  and do not stack with other temporary hit points.
  • 
  At 4th level, any ally who has temporary hit points 
  from this special move receives a +1 to attack and 
  damage rolls.
  • 
  At 10th level, the number of temporary hit points 
  given doubles.
  • 
  At 16th level, the chi warrior may instead choose to 
  heal their ally by an equal amount. The chi warrior 
  may only choose to use this special move this way a 
  number of times per day equal to her Cha modifier. 
  This is a spell-like effect.
  Invigorating Spirit (Kata, Ex/Sp): As a move or swift 
  action, the chi warrior may give herself a number of 
  temporary hit points equal to twice her hit dice.
     These temporary hit points do not stack with any oth-
  ers, and last 5 minutes. Once the duration is up or the 
  chi warrior has lost all of these temporary hit points, this 
  special move ends and cannot be reactivated until the 
  original 5 minute duration has passed.
  • 
  At 4th level, the chi warrior may instead bestow 
  these hit points onto an adjacent ally. If she does, the 
  chi warrior may not use this special move again until 
  the duration has expired.
  • 
  At 10th level, invigorating spirit can be used again 
  right after it ends.
  • 
  At 16th level, instead of granting temporary hit 
  points the chi warrior can heal an equal amount of 
  hit point damage. The chi warrior may only use this 
  special move this way a number of times per day 
  equal to their Cha modifier (minimum 1.) This is a 
  spell-like effect.
  Metal Idol (Kata, Ex): As a move or swift action, the chi 
  warriors unarmed and signature weapon attacks count as 
  magical weapons for the next 5 minutes. As she advances 
  in level, her attacks gain additional properties.
  • 
  At 4th level, the chi warrior’s unarmed attacks count 
  as silver and cold iron.
  • 
  At 10th level, the chi warrior’s unarmed attacks 
  count as chaotic.
  • 
  At 16th level, the chi warrior’s unarmed attacks are 
  treated as adamantine weapons for the purpose of 
  overcoming damage reduction and bypassing hard-
  ness.
  Power of Perfection (Kata, Ex): As a move or swift 
  action, the chi warrior receives a bonus on either Bluff, 
  Intimidate, or Sense Motive equal to her Constitution 
  modifier (minimum +1) for one round. Out of combat, 
  she can maintain this power indefinitely.
  • 
  At 4th level, the chi warrior may choose two skills to 
  receive the bonus with.
  • 
  At 10th level, the chi warrior instead receives the 
  bonus on all three skills.
  • 
  At 16th level, the chi warrior can add any one class 
  skill to the list, and receives the bonus to all four 
  skills.
  Shrug It Off (Uke, Ex): As an immediate action when-
  ever the chi warrior takes damage, she can treat it as 
  nonlethal damage. The chi warrior cannot use this ability 
  if she has previously taken any nonlethal damage. A chi 
  warrior immune to nonlethal damage cannot use this 
  ability at any level.
  • 
  At 4th level, the chi warrior recovers nonlethal dam-
  age equal to the sum of her Charisma and Constitu-
  tion modifiers each round. This can be nonlethal 
  damage from any source.
  • 
  At 10th level, the chi warrior only takes nonlethal 
  damage equal to ½ the amount of lethal damage she 
  converted.
  • 
  At 16th level, the chi warrior can shrug off damage 
  even when she already suffers nonlethal damage, but 
  cannot halve the converted damage when doing so.
  Steel Guardian (Uke, Ex): As an immediate action 
  whenever the chi warrior is adjacent to an ally who has 
  been hit by a melee or ranged attack, the chi warrior can 
  instead receive the damage that their ally would have 
  taken.
  • 
  At 4th level, when the chi warrior uses steel guard-
  ian, the chi warrior’s ally receives a bonus to their AC 
  equal to the chi warrior’s Cha modifier (minimum 
  +1) until the beginning of their next round.
  • 
  At 10th level, the damage the chi warrior takes is 
  
  9
  nonlethal damage. A chi warrior immune to nonle-
  thal damage cannot use this ability.
  • 
  At 16th level, the chi warrior reduces the damage of 
  the triggering attack by ½.
  Quicksilver Duelist
  For those who care to stand toe to toe with opponents, 
  challenging them in honorable combat with unmatched 
  skill and grace.
     Quicksilver duelist are known for their incredible 
  speed and skill of their attacks, answering blows with 
  deadly uke attacks.
  Signature Weapons: Bladed scarf, shortsword, unarmed 
  strike, rapier, scimitar, katana.
  Style Feats: Snake Style (2nd), Snake Sidewind (5th), 
  Snake Fang (8th).
  • 
  At 6th Level The chi warrior receives a +2 to CMD.
  • 
  At 10th Level The chi warrior may make both a 
  move action as well as a standard action in any sur-
  prise round that she can act in.
  • 
  At 18th Level The chi warrior may make attacks of 
  opportunity against all targets who draw weapons in 
  her threatened range.
  Charmed Luck (Kata, Ex): As a move or swift action, 
  the chi warrior allows herself to make a reroll on any one 
  saving throw in the next 5 minutes. Once this reroll is 
  made, this special move ends.
  • 
  At 4th level, if the chi warrior fails a saving throw 
  after re-rolling, this special move does not end, al-
  lowing her to reroll another saving throw before this 
  special move ends.
  • 
  At 10th level, when this special move ends, the chi 
  warrior can restart it as an immediate action.
  • 
  At 16th level, the chi warrior may reroll twice, taking 
  the better result.
  Duelist’s Challenge (Tsuki, Ex): As a standard action, 
  the chi warrior may force one creature within 60 ft. to 
  make a Will save. If they fail, the target suffers a penalty 
  on attack and damage rolls equal to the chi warrior’s Cha 
  modifier. Also, the save DC of all the creature’s abilities 
  is reduced by the same amount. These penalties do not 
  apply against the chi warrior. If the chi warrior is de-
  feated (moves more than 100 ft. away, becomes helpless, 
  or surrenders) this special move ends. This is a mind-
  affecting compulsion effect and lasts for five minutes.
  • 
  At 4th level, the target suffers concealment against all 
  creatures aside from the chi warrior.
  • 
  At 10th level, the chi warrior ignores any conceal-
  ment or cover the target may have. She cannot 
  ignore total cover or total concealment.
  • 
  At 16th level, the chi warrior ignores any DR and 
  resistances the target may have.
  Impeccable Tempo (Tsuki, Ex): As a standard action, 
  the chi warrior may make two melee attacks at a -5 at-
  tack penalty.
  • 
  At 4th level, the chi warrior only takes a -2 penalty 
  when attacking with impeccable tempo.
  • 
  At 10th level, the chi warrior takes no attack penalty.
  • 
  At 16th level, the chi warrior can make three attacks.
  Insightful Leverage (Kata, Ex)
  As a move or swift action, the chi warrior gains a bonus 
  on CMB against one opponent within 30 ft. for five 
  minutes. The modifier depends on the targets size; Large 
  +1, Huge +2, Gargantuan +4, Colossal +8.
  • 
  At 4th level, the bonus also applies as a dodge bonus 
  to AC on any attack of opportunity the target makes 
  against the chi warrior.
  • 
  At 10th level, the chi warrior may initiate a combat 
  maneuver against the opponent, regardless of their 
  size.
  • 
  At 16th level, insightful leverage is a normal kata and 
  not specifically against one opponent. It still counts 
  as the one kata special move the chi warrior can 
  maintain when it is active.
  Perfect Parry (Uke, Ex): As an immediate action when 
  the chi warrior is targeted by a melee attack, the chi war-
  rior may make an opposed attack roll against one melee 
  attack being made against them. If the chi warrior’s at-
  tack roll is higher than the triggering attack, the trigger-
  ing attack is deflected harmlessly.
  • 
  At 4th level, the chi warrior may also use this against 
  physical ranged attacks.
  • 
  At 10th level, the chi warrior may also use this 
  against ranged magical attacks, such as rays.
  • 
  At 16th level, the chi warrior can make an attack of 
  opportunity against the attacker after a successful 
  perfect parry, as long as the attacker is in her reach.
  
  10
  Quicksilver Tongue (Kata, Ex/Sp): As a move or swift 
  action, the chi warrior receives a bonus on either Dis-
  guise, Diplomacy, or Sense Motive equal to her Dex-
  terity modifier (minimum +1) for one round. Out of 
  combat, she can maintain this power indefinitely.
  • 
  At 4th level, the chi warrior may choose two skills to 
  receive the bonus with.
  • 
  At 10th level, the chi warrior instead receives the 
  bonus on all three skills.
  • 
  At 16th level, the chi warrior can speak to any crea-
  ture, as tongues. This is a spell-like effect.
  Razor Riposte (Uke, Ex): As an immediate action when 
  the chi warrior is targeted by a melee attack, she may 
  make an opposed attack roll against the attack being 
  made against her. If the chi warrior’s attack roll is higher 
  than the triggering attack, the triggering attack is de-
  flected harmlessly.
  • 
  At 4th level, the target of a successful razor riposte 
  takes damage as though the chi warrior hit them 
  with the attack whose attack bonus she used for the 
  razor riposte.
  • 
  At 10th level, after a successful razor riposte, instead 
  of inflicting damage, the chi warrior may attempt a 
  combat maneuver against the target without provok-
  ing an attack of opportunity. If the combat maneu-
  ver allows movement, the chi warrior can move up 
  to 5 ft.
  • 
  At 16th level, the chi warrior can both inflict damage 
  and make a combat maneuver.
  Strike Challenge (Tsuki, Ex): As a standard action, the 
  chi warrior may challenge one adjacent target to a duel 
  of strikes, making two opposed melee attack rolls against 
  the target. Both the chi warrior and the target uses their 
  full base attack bonus for these strikes, choosing any 
  melee attack they can use. For each successful opposed 
  attack roll the chi warrior makes, the target takes dam-
  age as though the chi warrior had landed a successful 
  attack. For each successful opposed attack roll the target 
  makes, the chi warrior takes damage equal to the target’s 
  strength bonus (minimum 1). Neither wins on a tied 
  roll.
  • 
  At 4th level, the chi warrior wins all tied opposed 
  rolls.
  • 
  At 10th level, she may force 3 opposed attack rolls 
  instead of two.
  • 
  At 16th level, she may force 5 opposed attack rolls 
  instead of three.
  Shade Phantom
  Stalkers of the night, figures of deep mystery whose 
  deeds are known only by word of mouth, often rumored 
  to not even exist. Shade phantom are the sound in the 
  night, the darkness that hungers, working best when no 
  one can see them, and hunt those who would dare stand 
  against them.
  Signature Weapons: Dagger, kukri, rapier, shuriken, 
  starknife, war razor.
  Style Feats: Panther Style (2nd), Panther Claw (5th), 
  Panther Parry (8th).
  • 
  At 4th level the chi warrior gains darkvision 60 ft. or 
  increases their current darkvision by 30 ft.
  • 
  At 10th level the chi warrior is treated as having full 
  concealment whenever she has concealment. This 
  does not make the chi warrior invisible, but it does 
  provide an automatic distraction to use Stealth and a 
  50% miss chance.
  • 
  At 18th level the chi warrior may not be detected 
  through scent, blindsense, tremorsense, or blind-
  sight.
  Crippling Onslaught (Tsuki, Ex): As a standard action, 
  the chi warrior may make a melee attack roll against one 
  target. If this attack roll is successful, the target takes 
  twice as much damage as normal. Additional damage, 
  like that from a flaming weapon or sneak attack, is not 
  multiplied.
  • 
  At 4th level, the target must also make a Fortitude, 
  Will, or Reflex save, as decided by the chi warrior 
  when she uses this ability. If it fails the Fortitude 
  save, it is exhausted. If it fails the Reflex save, it is 
  staggered. If it fails the Will save, it is confused. All 
  effects from this special move last one round.
  • 
  At 10th level, all effects from this special move last 
  a number of rounds equal to the chi warrior’s Cha 
  modifier (minimum 1).
  • 
  At 16th level, the target must make all three saving 
  throws.
  Shadow Duplicate (Kata, Sp): As a move or swift ac-
  tion, the chi warrior can create an shadow copy of herself 
  in an adjacent square. Creating a shadow duplicate 
  
  11
  counts as a successful distraction to use Stealth for the 
  chi warrior, and the duplicate serves the chi warrior to 
  the best of its abilities.
    The copy has the exact same statistics as the chi warrior, 
  although it only has ½ of her hit points. The shadow du-
  plicate last for a number of rounds equal to the chi war-
  rior’s Cha modifier (minimum 1). The shadow duplicate 
  (and all gear) disappears when reduced to zero hit points, 
  when rendered helpless, or when the duration runs out. 
  Any one-use or charged magic item the shadow dupli-
  cate uses affects the original item the chi warrior is wear-
  ing, destroying the original item or consuming charges 
  as appropriate. Any item taken from or dropped by the 
  shadow duplicate disappears. This is a spell-like illusion 
  (shadow) effect. Any condition the shadow duplicate is 
  summoned with cannot be removed.
  • 
  At 1st level, the shadow duplicate is constantly dazed 
  and works best as a decoy.
  • 
  At 4th level, the copy cannot take any action but can 
  make attacks of opportunity. It cannot use special 
  moves.
  • 
  At 10th level, the copy is staggered instead of dazed 
  and may take one standard or move action per 
  round, but cannot use special moves.
  • 
  At 16th level, the copy is no longer staggered and 
  can use special moves.
  Shadow Grace (Kata, Ex/Sp): As a move or swift ac-
  tion, the chi warrior may increase their base land speed 
  by 20 ft. for one round.
  • 
  At 4th level, the chi warrior does not lose her Dex-
  terity bonus to Armor Class when using the Acrobat-
  ics or Climb skills.
  • 
  At 10th level, the chi warrior’s movement does not 
  provoke attack of opportunity during the duration of 
  this special move.
  • 
  At 16th level, the chi warrior may use dimension door 
  as a spell-like ability when activating this kata.
  Shadow Tsuki (Tsuki, Sp): As a standard action, the chi 
  warrior may make an attack and then move her speed 
  and gain concealment until the beginning of her next 
  turn. 
  • 
  At 4th level, the chi warrior also gains an automatic 
  distraction to hide when using this ability. She does 
  not suffer any Stealth penalties for attacking or mov-
  ing when using Shadow Tsuki.
  • 
  At 10th level, the chi warrior can use shadow stepUM 
  as a spell-like ability instead of the movement nor-
  mally allowed by shadow tsuki.
  • 
  At 16th level, the chi warrior can make two attacks 
  as a part of this special move.
  Soul Carver (Tsuki, Su): As a standard action, the chi 
  warrior may make a melee attack roll against one target. 
  If this attack roll is successful, the target takes no dam-
  age, but must make a Fortitude save or receive 1 negative 
  level that last 5 minutes.
  • 
  At 4th level, the target also takes normal damage 
  from the attack.
  • 
  At 10th level, the negative levels last 24 hours, which 
  means they can become permanent unless the target 
  can pass another Fortitude saving throw as above.
  • 
  At 16th level, the target gains 2 negative levels, and 
  gains one negative level even on a successful save.
  Tendon Slice (Tsuki, Ex): As a standard action, the chi 
  warrior may make a melee attack roll against the target. 
  If it is successful, the target takes no damage but has all 
  its movement speeds halved until it receives a success-
  ful Heal check (DC 15, as removing caltrops) or until 
  it heals a hit point. A target that has taken no damage 
  recovers from tendon strike in 5 minutes.
  • 
  At 4th level, the target also takes normal damage 
  from the attack.
  • 
  At 10th level, tendon slice is only negated when the 
  target is fully healed.
  • 
  At 16th level, all the target’s speeds are reduced to 5 
  ft. A flier cannot fly in this condition.
  Umbral Dweller (Kata, Ex/Sp): As a move or swift 
  action, the chi warrior may grant themselves a bonus to 
  Stealth checks equal to their Cha modifier (minimum 
  +1) for 5 minutes.
  • 
  At 4th level, the chi warrior has no scent while using 
  this effect. The makes the scent ability useless against 
  the chi warrior.
  • 
  At 10th level, the chi warrior is affected by invis-
  ibility for the duration of this special move. This is a 
  spell-like effect.
  • 
  At 16th level, the chi warrior is affected greater invisi-
  bility as per the spell in addition to the normal effect. 
  This is a spell-like effect.
  
  12
  Umbral Fade (Uke, Sp): As an immediate action in 
  response to taking damage the chi warrior may create an 
  illusory copy of herself that immediately does a realistic 
  death sequence. The chi warrior takes damage normally 
  from the attack, but gains concealment until the end of 
  her next round and has an automatic distraction to use 
  Stealth. This is a spell-like illusion (shadow) effect.
  • 
  At 4th level, the chi warrior and can make a Stealth 
  roll to hide as a part of the immediate action.
  • 
  At 10th level, the chi warrior can teleport up to her 
  land speed and then make a Stealth roll to hide as a 
  part of the immediate action.
  • 
  At 16th level, the chi warrior takes only half damage 
  from the triggering attack.
  Vitality Drain (Tsuki, Ex): As a standard action, the chi 
  warrior may make a melee attack roll against the target. 
  If it is successful, the target takes no damage but must 
  make a Fortitude save or be fatigued for a number of 
  rounds equal to the chi warrior’s Cha modifier (mini-
  mum 1).
  • 
  At 4th level, the target also takes normal damage 
  from the attack.
  • 
  At 10th level, the duration of the fatigue is increased 
  to 5 minutes.
  • 
  At 16th level, the target is instead exhausted.
  Storm Fist
  Strong of body and mind, those rare few who care more 
  about victory than their own well being, willing to risk 
  everything to win. Storm fists are known for hitting 
  harder than anyone else, taking risks that normal war-
  riors would consider suicidal in order to come out on 
  top, regardless of the situation.
  Signature Weapons: Brass knuckles, cestus, gauntlet, 
  natural attacks, rope gauntlet.
  Style Feats: Dragon Style (2nd), Stunning Fist (5th), 
  Dragon Roar (8th).
  • 
  At 4th level, the chi warrior’s critical threat range 
  with unarmed strike increases by 1. This effect stacks 
  with other critical enhancing effects.
  • 
  At 10th level, the chi warrior’s critical threat range 
  with all signature weapons (including unarmed 
  strikes) increases by 1, to a maximum of 18-20.  This 
  effect stacks with other critical enhancing effects.
  • 
  At 18th level, the chi warrior may make an addition-
  al attack as a swift action in any round in which they 
  use a tsuki special move.
  Cloud Walk (Kata, Ex/Sp): As a swift or move action, 
  the chi warrior gains a bonus on Acrobatics checks to 
  jump equal to her class level. She no longer loses her 
  Dexterity bonus to Armor Class when using Acrobatics. 
  This kata lasts 5 minutes.
  • 
  At 4th level, all her jumps count as running jumps. 
  She also adds the bonus on Acrobatics checks to slow 
  a fall, and for every 10 points on the roll she reduces 
  the effective length of the fall by 10 ft.
  • 
  At 10th level, the chi warrior ignores difficult terrain 
  and no longer triggers pressure-plate traps. In ad-
  dition, while active, she can cross any solid surface, 
  even if it would normally not support her weight.
  • 
  At 16th level, the chi warrior can fly and water walk.  
  These are spell-like abilities.
  Gale Force Blow (Tsuki, Su): As a standard action, the 
  chi warrior may make a melee attack roll against one tar-
  get. If this attack is successful, the target takes no dam-
  age but is pushed back 20 ft. and must make a Fortitude 
  save or be staggered for one round. The target benefits 
  from a feather fall effect for one round. 
  • 
  At 4th level, the target also takes normal damage 
  from the attack.
  • 
  At 10th level, the target is staggered a number of 
  rounds equal to the chi warrior’s Cha modifier 
  (minimum 1). A new saving throw is allowed each 
  round on the chi warrior’s turn to negate the effect.
  • 
  At 16th level, the target is stunned instead of stag-
  gered.
  Hurricane Haymaker (Tsuki, Ex): As a standard ac-
  tion, the chi warrior may make a melee attack against 
  one target, dealing two times as much damage as normal 
  (Additional damage, like that from a flaming weapon or 
  sneak attack, is not multiplied). This attack provokes an 
  attack of opportunity from the target, resolved before the 
  chi warrior’s attack.
  • 
  At 4th level, the target’s attack of opportunity is 
  resolved after the chi warrior’s attack.
  • 
  At 10th level, the damage is tripled instead of 
  doubled.
  • 
  At 15th level, this does not trigger an attack of op-
  
  13
  portunity.
  Indomitable Soul (Uke, Ex): As an immediate action 
  whenever the chi warrior would fail a Fortitude save that 
  would bestow a negative condition (such as dead, fa-
  tigued, exhausted, cursed, petrified, etc), the chi warrior 
  may suppress this condition for one round.
  • 
  At 4th level, this applies to all kinds of saving 
  throws.
  • 
  At 10th level, the effect is suppressed for a number 
  of rounds equal to her Cha modifier (minimum 1).
  • 
  At 16th level, when a suppressed effect would nor-
  mally resume, the chi warrior may make another 
  saving throw, being treated as though she passed the 
  initial saving throw if she passes.
  Iron Fist (Kata, Ex): As a move or swift action, the chi 
  warrior’s attacks may ignore up to 5 hardness for the 
  next 5 minutes. Hardness (and later damage reduction) 
  in excess of this limit is not reduced.
  • 
  At 4th level, the chi warrior may instead ignore up to 
  10 hardness and up to 5 points of damage reduction.
  • 
  At 10th level, the chi warrior may instead ignore up 
  to 10 points of hardness and damage reduction.
  • 
  At 16th level, the chi warrior may instead ignore up 
  to 20 points of hardness and damage reduction.
  Overpowering Ukepunch (Uke, Ex): As an immediate 
  action when the chi warrior is targeted by a melee attack, 
  she may make an opposed attack roll against the attack 
  being made against her. If the chi warrior’s attack roll is 
  higher than the triggering attack, the target takes damage 
  as though the chi warrior had landed a successful attack.
  • 
  At 4th level, if the overpowering ukepunch hits, 
  the target must make a Fortitude save or her attack 
  misses.
  • 
  At 10th level, if the attacker fails her save against 
  overpowering ukeattack, it is dazed until the end of 
  its current round, losing any remaining actions or 
  attacks this turn.
  • 
  At 16th level, the daze lasts for one round, costing 
  the attacker her next round of actions.
  Reckless Defense (Uke, Ex): As an immediate action 
  when the chi warrior is targeted by a melee attack, she 
  may give the attack a bonus on attack and damage rolls 
  equal to her Cha modifier (minimum +1) on one attack. 
  If she does, the chi warrior receives the same bonus on 
  attack and damage rolls on her next attack against the 
  original attacker.
  • 
  At 4th level, the chi warrior’s bonus to attack and 
  damage applies to all attacks against the attacker 
  made for one round.
  • 
  At 10th level, the chi warrior can let the opponent 
  keep the bonus for as long as she remains within 30 
  ft. As long as the enemy retains the bonus, the chi 
  warrior also does. The chi warrior can end the effect 
  as a free action on her turn.
  • 
  At 16th level, the chi warrior can apply the effect 
  to any number of targets within 30 ft., not only the 
  attacker.
  Rolling Thunder (Tsuki, Ex): As a standard action, the 
  chi warrior may make a charge attack. Once this attack 
  resolves, the chi warrior provokes an attack of oppor-
  tunity from the target. The chi warrior’s round ends as 
  soon as this special move is complete.
  • 
  At 4th level, On a successful attack, the target takes 
  damage as normal and must make a Reflex save or 
  fall prone.
  • 
  At 10th level, the chi warrior only provokes an attack 
  of opportunity on a missed attack.
  • 
  At 16th level, this attack deals two times as much 
  damage as normal. Additional damage, like that 
  from a flaming weapon or sneak attack, is not multi-
  plied.
  Typhoon Assault (Tsuki, Ex): As a standard action, the 
  chi warrior may make a standard attack, and can make 
  one additional attack at her highest attack bonus. All 
  attack rolls the chi warrior makes with this special move 
  are made with a -2 penalty, and the chi warrior takes a 
  -2 penalty to their AC until the beginning of their next 
  round.
  • 
  At 4th level, the chi warrior takes no penalty on 
  Armor Class with this special move.
  • 
  At 10th level, the chi warrior takes no penalty on 
  attacks made with this special move.
  • 
  At 16th level, the chi warrior may make a second ad-
  ditional attack with this special move.
  
  14
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point, 
  whenever a chi warrior gains an additional class level, the 
  following races have the option of choosing an alterna-
  tive bonus depending on their race.
     Dhosari: +1/2 CMD to the reposition combat ma-
  neauver.
     Dragonblood: +1/2 CMB to the sunder combat ma-
  neauver. 
     Dwarf: +1/4 to the dwarf’s Hardy racial trait bonus, 
  against spells and spell-like abilities.
     Elf: +1 ft. to base land speed.
     Erkunae: Add +1 hit point or skill point to the erku-
  nae’s pact creature.
     Gnome: +1/2 to one combat maneuver used against an 
  opponent larger than themselves.
     Half-Elf: +1/6 of the Extra Style feat.
     Half-Orc: +1/5 to the number of rounds that orc 
  ferocity lasts.
     Halfling: +1/2 to CMD against opponents larger than 
  themselves.
     Human: +1/6 of the Extra Special Move feat.
     Ith’n Ya’roo: Add +1/4 to damage done by the ith’n 
  ya’roo’s natural weapons.
     Polkan: +1/6 to the polkan chi warrior’s Way of Life 
  bonus.
     Qit’ar: +1/6 to the qit’ar chi warrior’s Way of Life 
  bonus.
     Xesa: +1 to the xesa’s Perception skill checks.
     Zendiqi: +1/6 of a style feat.
  Archetypes
  The following archetype modifies the abilities of the chi 
  warrior.
  Dual Specialist
  Sometimes a chi warrior finds the need to go beyond 
  their own specialty, instead immersing themselves in the 
  lore of combat to an unheard of degree. Such specializa-
  tion often leaves little time to focus on things that they 
  consider ‘lesser’ arts.
  Dual Focus: At 1st level, the dual specialist may select 
  two primary fighting styles to focus on instead of one, 
  gaining the weapon proficiencies and other benefits of 
  both fighting styles. They do not select any secondary 
  fighting styles; all other fighting styles are prohibited. At 
  6th, 12th, and 18th level, the dual specialist gains the 
  benefit of both of their fighting styles. This ability alters 
  fighting style and counts as fighting style for the purpose 
  of meeting the prerequisites of feats. 
  Style Feats: The dual specialist does not gain any bonus 
  style feats, but all the special rules for style feats apply. 
  This ability alters style feats.
  Special Moves: The dual specialist must pick half of her 
  special moves from each of her primary fighting styles.
  Chi Fighter (Fighter Archetype)
  There are those in war that seem to smolder on the 
  battlefield, which have an innate knack for the art of 
  combat, though they might appear the same as other 
  soldiers.  Those soldiers have unlocked the power of chi, 
  and it flows through them and makes them powerful 
  avatars of war.
  Fighting Style Choice: At 1st level, the chi fighter selects 
  a chi warror fighting style. The chi fighter does not gain 
  any abilities from his style, the only effect is to determine 
  what special moves the chi fighter can learn. This replac-
  es proficiency in shields (including tower shields).
  Fighting Style Choice: At third level and every four 
  levels thereafter, the chi fighter learns one special move 
  from his fighting style. Treat chi fighter levels as chi 
  warrior levels when using special moves. This replaces 
  bravery.
  Feats
  The following feats are beneficial to chi warriors.
  Allied Assault (Combat)
  Just because you are a paragon of combat doesn’t mean you 
  don’t need help.
  Prerequisites: Fighting style class feature, Quicksilver 
  Duelist fighting style.
  Benefit: Whenever you and an ally adjacent to you 
  makes an initiative check, you can both act on the better 
  of your two initiative check results. You must decide to 
  do this before rolling initiative.
  Extra Special Move (Combat)
  The forms of chi combat are easy for you to learn in quan-
  tity.
  Prerequisites: Fighting style class feature.
  Benefit: You learn one additional special move. You 
  must abide by the normal rules of what styles to learn 
  
  15
  special moves from.
  Special: You can take this feat multiple times, each time 
  selecting a new special move.
  Extra Style (Combat)
  The styles of chi combat are easily ingrained into your move-
  ments.
  Prerequisites: Fighting style class feature.
  Benefit: You learn an additional secondary fighting style.
  Special: You can take this feat multiple times, each time 
  selecting a new secondary fighting style.
  Generous Soul (Combat)
  You can see the light that burns in others, and know how to 
  kindle it.
  Prerequisites: Fighting style class feature, Adamant 
  Champion fighting style.
  Benefit: Whenever you grant yourself or an ally tem-
  porary hit points, they gain an additional amount of 
  temporary hit points equal to their Cha modifier (mini-
  mum 1).
  Shadow Hunter (Combat)
  Darkness hides many things, and some of them are deadly, 
  like you.
  Prerequisites: Fighting style class feature, Shade Phan-
  tom fighting style.
  Benefit: In dim or darker lighting, you again the abil-
  ity to deal +1d6 damage to targets that are flat footed or 
  that you are flanking.
  Wind Fist (Combat)
  The damaging power of air is always a surprise, often the 
  last surprise.
  Prerequisites: Fighting style class feature, Storm Fist 
  fighting style.
  Benefit: You are treated as though you are using a manu-
  factured weapon for effects that would cause damage to 
  you for making an unarmed strike, such as a fire elemen-
  tal’s burn special ability.
  Sample Chi Warrior
  Mother always said to dress for the occasion, and I have 
  taken that to heart…
  Martilena Deeth  (CR 1/2; XP 200)
  Female human chi warrior 1
  CN Medium humanoid (human) 
  Init +1; Senses Perception +3
  Defense
  AC 15, touch 11, flat-footed 14 
  (+4 armor, +1 Dex)
  hp 12 (1d10+2)
  Fort +4, Ref +3, Will +1
  Offense
  Speed 30 ft.
  Melee bladed scarf +4 (1d6+2 trip, disarm) or unarmed 
  strike +3 (1d6+2).
  Ranged light crossbow +2 (1d8/19–20) 
  Special Moves perfect parry, rolling thunder 
  Statistics
  Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 14
  Base Atk +1; CMB +3; CMD 4
  Feats Combat Reflexes, Weapon Focus (bladed scarf).
  Skills Acrobatics +5, Escape Artist +5, Intimidate +6, 
  Perception +3, Sense Motive +3
  SQ fighting style (quicksilver duelist), secondary fighting 
  style (adamant champion, storm fist)
  Languages Common.
  Combat Gear potion of cure light wounds; Gear bladed 
  scarf, chain shirt, light crossbow
  Demographics
  Faith Nise
  Homeland The Haunted Sea
  On the ship that Martilena grew up on, the word of 
  Mother was law. In the parlance of some of the Fleets of 
  Nise that ply the treacherous waters around The Haunt-
  ed Sea, “Mother” is the title of the ship’s captain, dedi-
  cated to the Sister of Battle and a life of piracy, combat 
  and adventure. You must fight, or you must serve, and 
  such an environment forces the adoption of many cre-
  ative methods of survival. Those who think Martilena’s 
  silken scarf is merely a pirate’s affectation learn to rue 
  their mistake.
     Martilena was an actual daughter of the Mother of 
  Blood’s Fancy, a four-masted blockade runner. Much was 
  expected of her, and she rose to the challenge, drawing 
  inspiration from the current of power in the air, land and 
  sea.  An inspired combatant, Martilena also showed great 
  skills in dealing with land and port issues, something 
  Nise’s Daughters often have trouble with.  Her fighting 
  moves were almost supernatural in nature, and laid awe 
  amongst her shipmates; there is a strong suspicion that 
  Martilena Deeth will soon challenge the current Mother 
  and take the title in good time, if she can find challenges 
  on sea and land to help her grow in power.
  
  16
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Chi Warrior.pdf