TEXT: Youxia
  Youxia  
  
   
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  Art of War: Youxia 
  Designer: Greg LaRose  
  Interior Artist: Sasha Turk 
  Page Art Credit: John Buckley 
  Publisher: Greg LaRose, Amora Game 
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  Roleplaying Game Pathfinder Unchained.  
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  1 
  
  Youxia 
  For ten years I have been polishing this sword; 
  Its frosty edge has never been put to the test. 
  Now I am holding it and showing it to you, sir: 
  Is there anyone suffering from injustice?  
   
  ~ The Swordsman by Jia Dao 
   
  Those who travel across the land to right the wrongs 
  done to the common people are the wondering force 
  known as youxia. Youxia hail from all backgrounds of 
  social class that birth those that value freedom to roam 
  the land helping those in need. Sometimes called 
  Flowering Knights or knights-errant they looks to blend 
  martial arts with weapon mastery as they crusade for 
  noble clauses. This isn’t to say that they swing first and 
  discuss later, youxia are wise enough to know when to 
  hold back and when to take action. Much like monks 
  they search for an inner focus to channel their ki and 
  perform spectacular displays of physical and mental 
  prowess. They are a balance of yang and yin in an effort 
  of self sacrifice for a greater good, however some do so 
  while seeking fame and glory. Wandering swordsman 
  and women looking to make the world a better place 
  through action instead of passive behavior, is the youxia.     
       Role: Youxia can display heroic acts on the front-line 
  with a diverse array of martial training, but narrow 
  enough to specialize in a single path. They offer multiple 
  options of ki powers with select feats giving them a flex 
  in a customizable character.  
       Alignment: Any 
       Hit Die: d10  
       Parent Class: Fighter (Samurai) / Unchained Monk 
       Starting Wealth: 2d6 × 10 gp (average 70 gp). 
    
  Class Skills:  
  The youxia’s class skills are Acrobatics (Dex), Climb (Str), 
  Craft (Int), Diplomacy, Escape Artist (Dex), Heal (Wis), 
  Intimidate (Cha), Knowledge (engineering) (Int), 
  Knowledge (history) (Int), Knowledge (religion) (Int), 
  Meditation (Wis), Perception (Wis), Perform (Cha), 
  Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth 
  (Dex), and Swim (Str). 
       Skill Ranks per Level: 4 + Int modifier 
     
  Class Features:  
       Weapon and Armor Proficiency: A youxia is 
  proficient with the youxia weapon group (bo staff, brass 
  knuckles, butterfly sword, club, dan bong, double 
  chained kama, double chicken saber, emei piercer, 
  fighting fan, jutte, kama, kusarigama, kyoketsu shoge, 
  longbow, lungshuan tamo, monk’s spade, nine-ring 
  broadsword, nine-section whip, nunchaku, quarterstaff, 
  rope dart, sai, sansetsukon, seven-branched sword, 
  shang gou, short bow, short sword, shortspear, shuriken, 
  siangham, spear, tiger fork, tonfa, tri-point double-edged 
  sword, unarmed strike, urumi, wushu dart). 
       Youxia are proficient with light armor and medium 
  armor, but not with shields.  
       Bonus Feat: At 1st level, 2nd level and every 4 levels 
  thereafter, a youxia can select the Armor Trick feat, 
  Equipment Trick feat, Weapon Trick feat, a ki feat, a 
  mediation feat, or a style feat. He must meet the 
  requirements of the feat being selected. The youxia may 
  choose to use his youxia level as an equal monk or 
  fighter level in qualifying for these feats.  
       Resolve (Ex): Starting at 1st level, the youxia gains 
  resolve that he can call upon to endure even the most 
  devastating wounds and afflictions. He can use this 
  ability once per day at 1st level, plus one additional time 
  per day for every two youxia levels beyond 1st. These 
  daily uses replenish each morning after 8 hours of rest or 
  meditation; these hours do not need to be consecutive.  
       Determined: As a standard action, the youxia can 
  spend one use of his resolve to remove the fatigued, 
  shaken, or sickened condition. If the youxia is at least 8th 
  level, he can alternatively remove the exhausted, 
  frightened, nauseated, or staggered condition. If the 
  condition has a duration longer than 1 hour or is 
  permanent, this ability removes the condition for 1 hour, 
  at which time the condition returns. 
       Resolute: Whenever the youxia is required to make a 
  Fortitude or Will save, he can spend one use of his 
  resolve as an immediate action to roll twice and take the 
  better result. He must decide to use this ability before he 
  rolls the saving throw. 
       Unstoppable: When the youxia is reduced to fewer 
  than 0 hit points but not slain, he can spend one use of 
  his resolve as an immediate action to instantly stabilize 
  and remain conscious. He is staggered, but he does not 
  2 
  
  fall unconscious and begin dying if he takes a standard 
  action. He does fall unconscious if he takes additional 
  damage from any source. 
       Unarmed Strike (Ex): At 1st level, a youxia gains 
  Improved Unarmed Strike as a bonus feat. A youxia’s 
  attacks can be with fists, elbows, knees, and feet. This 
  means that a youxia can make unarmed strikes with his 
  hands full. There is no such thing as an off-hand attack 
  for a youxia striking unarmed. A youxia can apply his full 
  Strength bonus on damage rolls for all his unarmed 
  strikes. A youxia’s unarmed strikes deal lethal damage, 
  although he can choose to deal nonlethal damage with 
  no penalty on his attack roll. He can make this choice 
  while grappling as well. 
       A youxia’s unarmed strike is treated as both a 
  manufactured weapon and a natural weapon for the 
  purpose of spells and effects that enhance or improve 
  either manufactured weapons or natural weapons. 
       The damage dealt by a youxia’s unarmed strike is 
  determined by the unarmed damage column on Table: 
  Youxia. 
       The damage listed is for Medium youxia. The damage 
  for Small or Large youxia is listed below. 
   
       Ki Pool: At 2nd level, a youxia gains a pool of ki 
  points, supernatural energy he can use to accomplish 
  amazing feats. The number of points in a youxia’s ki pool 
  is equal to 1/2 his youxia level + his Wisdom modifier. 
  The ki pool is replenished each morning after 8 hours of 
  rest or meditation; these hours do not need to be 
  consecutive. If the youxia possesses levels in another 
  class that grants points to a ki pool, youxia levels stack 
  with the levels of that class to determine the total 
  number of ki points in the combined pool, but only one 
  ability score modifier is added to the total. The choice of 
  which score to use is made when the second class ability 
  is gained, and once made, the choice is set. The youxia 
  can now use ki points from this pool to power the 
  abilities of every class she possesses that grants a ki pool. 
       Having ki gives the youxia some control of her destiny 
  allowing her to perform extraordinary abilities but 
  spending ki as a swift action.  
       As long as he has at least 1 point in his ki pool, he can 
  make a ki strike. At 3rd level, ki strike allows the youxia to 
  treat unarmed strikes and youxia group weapons as 
  magic weapons for the purpose of overcoming damage 
  reduction. At 7th level, his unarmed attacks are also 
  treated as cold iron and silver for the purpose of 
  overcoming damage reduction. 
       By spending 1 point from her ki pool, a youxia can 
  make one additional attack at her highest attack bonus, 
  but she can do so only when making a full attack.  
       By spending a 1 ki point and expending a use of an 
  attack of opportunity, when an opponent makes a melee 
  attack against the youxia can attempt to parry that 
  attack. They youxia makes an attack roll as if she were 
  making an attack of opportunity; for each size category 
  the attacking creature is larger than the youxia, she takes 
  a –2 penalty on this roll. If her result is greater than the 
  attacking creature's result, the creature's attack 
  automatically misses. The youxia must declare the use of 
  this ability after the creature's attack is announced, but 
  before its attack roll is made. Upon performing a 
  successful parry and if she has at least 1 ki point left, the 
  youxia can as an immediate action make an attack 
  against the creature whose attack she parried, provided 
  that creature is within her reach. 
       Ki Technique (Su): At 3rd level and every 2 levels 
  thereafter, a youxia can select one ki technique. These 
  powers allow the youxia to perform amazing feats of 
  mystical power and acrobatic prowess by expending 
  points from his ki pool. Once a ki technique is selected, it 
  cannot be changed. Some Ki techniques require the 
  youxia to be of a specific level or higher before they can 
  be chosen. Unless otherwise noted, a youxia cannot 
  select an individual ki technique more than once. 
       Abundant Step (Su): A youxia with this ki technique 
  can slip magically between spaces, as if using the spell 
  dimension door. Using this ability is a move action that 
  consumes 2 points from his ki pool. The youxia's caster 
  Unarmed Strike for Small or 
  Large Youxia 
  Level 
  Small 
  Large 
  1st - 4th 
  1d4 
  1d8 
  5th - 9th 
  1d6 
  2d6 
  10th - 14th 
  1d8 
  2d8 
  15th - 19th 
  1d10 
  3d6 
  20th 
  2d6 
  3d8 
  3 
  
  level for this effect is equal to his youxia level. He cannot 
  take other creatures with him when he uses this ability. A 
  youxia must be at least 8th level before selecting this ki 
  technique. 
       Acrobatic Master (Su): As a swift action, a youxia with 
  this trick can focus her ki to grant her a +20 bonus on 
  one Acrobatics check of her choice made before the start 
  of her next turn. Using this ability expends 1 ki point 
  from her ki pool. 
       Cobra Breath (Su): Whenever a youxia with this ki 
  technique uses diamond body to neutralize a poison, he 
  can instead release that poison as a ranged touch attack 
  against a single foe within 30 feet. If the attack hits, the 
  foe must succeed at a saving throw (using the poison's 
  original DC) or suffer the poison's effects, even if it was 
  not originally a contact poison. A youxia must be at least 
  12th level and must possess the diamond body ki 
  technique before selecting this ki technique. 
       Darkvision (Su): This trick allows the youxia to use her 
  ki to enhance her sight, granting darkvision out to a 
  range of 60 feet. Using this technique is a standard 
  action that costs 1 ki point. The enhanced senses last for 
  1 hour. 
       Deflect Arrows (Ex): A youxia who selects this ki 
  technique gains the Deflect Arrows feat as a bonus feat. 
       Diamond Body (Su): By spending 1 point from his ki 
  pool, a youxia with this power can remove one toxin 
  from his body as if using neutralize poison, using his 
  youxia level as his caster level. He can remove only one 
  poison in this way per use of this ability. A youxia must 
  be at least 8th level before selecting this ki technique. 
       Diamond Mind (Su): By spending 1 point from his ki 
  pool as a swift action, a youxia with this power can 
  suppress a fear effect affecting him as if using remove 
  fear, using his youxia level as his caster level. He can 
  spend 2 ki points to activate this ability even when 
  frightened or panicked. A youxia must be at least 6th 
  level before selecting this ki technique. 
       Diamond Resilience (Ex): By spending 1 ki point as a 
  swift action, the youxia gains DR 2/—. At 16th level, the 
  damage reduction increases to 4/—. At 19th level, it 
  increases to DR 6/—. This DR lasts for 1 minute. A youxia 
  must be at least 12th level before selecting this ki 
  technique. 
       Diamond Soul (Ex): A youxia can spend 2 points from 
  his ki pool as a swift action to gain spell resistance equal 
  to his youxia level + 10. This spell resistance lasts for a 
  number of rounds equal to the youxia's level. A youxia 
  must be at least 12th level before selecting this ki 
  technique. 
       Elemental Fury (Su): A youxia who selects this ki 
  technique must select one type of energy: acid, cold, 
  electricity, or fire. Once this choice is made, it cannot be 
  changed. The youxia can expend 1 point from his ki pool 
  as a swift action to imbue his natural attacks with this 
  energy, causing them to deal 1d6 points of damage of 
  the chosen type for a number of rounds equal to 1/2 his 
  youxia level. A youxia must be at least 6th level before 
  selecting this ki technique. 
       Elemental Burst (Su): A youxia with this ability can 
  spend 4 ki points to unleash a gout of energy in a 30-
  foot cone. Creatures within the cone take 20d6 points of 
  damage of the same type as the youxia's elemental fury 
  ki technique. A Reflex save (DC = 10 + 1/2 the youxia's 
  level + his Wisdom modifier) halves the damage. A 
  youxia must be at least 18th level and must possess the 
  elemental fury ki technique before selecting this ki 
  technique. 
  4 
  
       Empty Body (Su): A youxia with this ki technique gains 
  the ability to assume an ethereal state for 1 minute as 
  though using the spell etherealness, using his youxia 
  level as his caster level. Using this ability is a move action 
  that consumes 3 points from the youxia's ki pool. This 
  ability affects only the youxia and cannot be used to 
  make other creatures ethereal. 
       Feather Balance (Ex): A youxia with this ability can 
  spend 1 ki point as a swift action to achieve perfect 
  balance. While this is active, the youxia treats any 
  Acrobatics attempt made to balance as if he had rolled a 
  20. This ability lasts for 1 minute. 
       Formless Mastery (Ex): A youxia with this ability varies 
  his styles, never repeating the same move twice and 
  capitalizing on the weaknesses of an opponent's style. As 
  long as he does not possess any style feat, the youxia can 
  spend 1 point from his ki pool as an immediate action to 
  gain the following against opponents in the stance of a 
  style feat: a +4 dodge bonus to AC, a +4 circumstance 
  bonus on attack rolls, and a bonus equal to his youxia 
  level on damage rolls. These bonuses last until the end of 
  the youxia's next turn (or his current turn if he uses this 
  ability on his own turn). The youxia can activate this 
  ability and the furious defense ki technique with the 
  same immediate action for a total cost of 3 ki points. A 
  youxia must be at least 7th level before selecting this ki 
  technique. 
       Furious Defense (Ex): By spending 1 point from his ki 
  pool as an immediate action, a youxia with this ki 
  technique can grant himself a +4 dodge bonus to AC 
  until the end of his next turn. The youxia can activate this 
  ability and the formless mastery ki technique with the 
  same immediate action for a total cost of 3 ki points. A 
  youxia must be at least 7th level before selecting this ki 
  technique. 
       Ghost Step (Su): As a swift action, a youxia with this 
  trick can pass through walls as if she were a ghost. Until 
  the end of her turn, she can pass through a wall or other 
  surface that is up to 5 feet thick per level as if she were 
  incorporeal. She must exit the solid material by the end 
  of her turn. Each use of this ability uses up 1 ki point. She 
  must be of 10th level to select this technique. 
       High Jump (Ex): A youxia with this ki technique adds 
  his level as a bonus on all Acrobatics checks to jump, 
  both for vertical jumps and horizontal jumps. In addition, 
  he always counts as having a running start when 
  attempting Acrobatics checks to jump. By spending 1 
  point from his ki pool as a swift action, the youxia gains a 
  +20 bonus on Acrobatics checks to jump for 1 round. 
   
  Table: Youxia 
   
   
  Level 
  Base Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special  
  Unarmed Strike 
  Damage 
  1st 
  +1 
  +0 
  +2 
  +2 
  Bonus feat, resolve, unarmed strike 
  1d6 
  2nd 
  +2 
  +0 
  +3 
  +3 
  Bonus feat, ki pool 
  1d6 
  3rd 
  +3 
  +1 
  +3 
  +3 
  Technique 
  1d6 
  4th 
  +4 
  +1 
  +4 
  +4 
  Martial focus 
  1d6 
  5th 
  +5 
  +1 
  +4 
  +4 
  Technique 
  1d8 
  6th 
  +6/+1 
  +2 
  +5 
  +5 
  Bonus feat 
  1d8 
  7th 
  +7/+2 
  +2 
  +5 
  +5 
  Technique 
  1d8 
  8th 
  +8/+3 
  +2 
  +6 
  +6 
  Weapon training mastery 
  1d8 
  9th 
  +9/+4 
  +3 
  +6 
  +6 
  Greater resolve, technique 
  1d10 
  10th 
  +10/+5 
  +3 
  +7 
  +7 
  Bonus feat 
  1d10 
  11th 
  +11/+6/+1 
  +3 
  +7 
  +7 
  Technique 
  1d10 
  12th 
  +12/+7/+2 
  +4 
  +8 
  +8 
  Weapon training mastery 
  1d10 
  13th 
  +13/+8/+3 
  +4 
  +8 
  +8 
  Technique 
  1d10 
  14th 
  +14/+9/+4 
  +4 
  +9 
  +9 
  Bonus feat 
  2d6 
  15th 
  +15/+10/+5 
  +5 
  +9 
  +9 
  Technique 
  2d6 
  16th 
  +16/+11/+6/+1 
  +5 
  +10 
  +10 
  Weapon training mastery 
  2d6 
  17th 
  +17/+12/+7/+2 
  +5 
  +10 
  +10 
  True Resolve, technique 
  2d6 
  18th 
  +18/+13/+3/+3 
  +6 
  +11 
  +11 
  Bonus feat 
  2d6 
  19th 
  +19/+14/+19/+4 
  +6 
  +11 
  +11 
  Technique 
  2d6 
  20th 
  +20/+15/+10/+5 
  +6 
  +12 
  +12 
  Transcend, weapon training mastery 
  2d8 
  5 
  
       Insightful Wisdom (Su): A youxia with this ability can 
  spend 2 ki points as an immediate action to give another 
  ally within 30 feet just the right word of advice to prevent 
  disaster. If the ally can hear the youxia, she can reroll a 
  single attack roll or saving throw. The ally must take the 
  second result, even if it is worse. A youxia must be at 
  least 8th level before selecting this ki technique. 
       Ki Blocker (Su): A youxia with this ability can spend 1 
  ki point as a free action before making an unarmed strike 
  against a foe. If the attack hits, the youxia can interrupt 
  the target's flow of ki. If the youxia successfully damages 
  the target of his attack, that opponent's cost to activate 
  abilities with ki increases by 1 ki point for 1 hour. If the 
  youxia spends 2 points from his ki pool, he can use this 
  ability to affect the target's arcane pool, arcane reservoir, 
  grit points, inspiration, or panache points instead of its ki 
  pool. The effects of this ability do not stack, but multiple 
  hits increase the duration by 1 hour for each hit. A youxia 
  must be at least 10th level before selecting this ki 
  technique. 
       Ki Guardian (Su): As an immediate action before he 
  rolls a saving throw against a targeted effect that also 
  targets other allies or an area effect whose area includes 
  other allies, a youxia with this ability can spend any 
  number of ki points and designate a number of adjacent 
  allies equal to the number of ki points spent. The youxia 
  rolls one saving throw for each designated ally, using his 
  bonus instead of the ally's. For each successful saving 
  throw, the corresponding ally treats the effect as if that 
  ally had succeeded at the saving throw, and for each 
  saving throw failed, the corresponding ally treats the 
  effect as if that ally had failed the saving throw. If the 
  youxia fails any of the saving throws (including his own 
  original saving throw), the youxia treats the effect as if he 
  had failed the saving throw. A youxia must be at least 6th 
  level before selecting this ki technique. 
       Ki Metabolism (Su): A youxia with this ability uses his 
  ki to control his metabolism. As long as he has at least 1 
  point remaining in his ki pool, the youxia needs to eat 
  and drink only 1/4 as often as normal, needs only 2 hours 
  of sleep each night (including to replenish his ki pool), 
  and can hold his breath for up to 1 hour per point of 
  Constitution. As a move action, he can spend 1 ki point 
  to enter a state of suspended animation, falling 
  unconscious and appearing dead to all senses. At the 
  time he enters this state, he indicates a preset period of 
  time or a triggering condition, after which he awakens. 
       Ki Mount (Su): A youxia with this ability can spend 1 ki 
  point as a standard action to grant 2 temporary hit 
  points per youxia level he possesses to his mount for 1 
  hour per youxia level. As long as the youxia and his 
  mount are adjacent or the youxia is mounted, the mount 
  shares the benefits of whichever of the AC bonus, 
  evasion, high jump, improved evasion, ki strike, perfect 
  self, and still mind abilities the youxia possesses. A youxia 
  must be at least 6th level before selecting this ki 
  technique. 
       Ki Range (Su): A youxia with this ability can spend 1 ki 
  point as a swift action to increase the range increment of 
  any thrown youxia weapon by 20 feet. Apply this benefit 
  before doubling the range increment with the Far Shot 
  feat. 
       Ki Visions (Su): A youxia with this ability often sees 
  visions of spirits or hears the voice of his departed 
  mentor in his dreams. On any given night during which 
  the youxia dreams, he can use this ability to gain the 
  benefits of a divination. If he does, he spends 2 ki points 
  from the next day's total. A youxia must be at least 10th 
  level before selecting this ki technique. 
       Ki Volley (Su): When a targeted spell or spell-like 
  ability fails to overcome the youxia's spell resistance from 
  diamond soul, he can spend 2 ki points as an immediate 
  action to send that spell back at its caster as spell turning. 
  A youxia must be 16th level or higher and possess the 
  diamond soul ki technique before selecting this ki 
  technique. 
       Light Steps (Ex): A youxia with this ki technique can 
  move effortlessly across nearly any surface. Whenever 
  the youxia activates his feather balance ki technique, he 
  can also ignore all difficult terrain. In addition, while 
  active, he can cross any solid surface, even if it would 
  normally not support his weight. This does not allow him 
  to walk on liquids. A youxia must be at least 8th level and 
  have the feather balance ki technique before selecting 
  this ki technique. 
       One Touch (Ex): As long as he has at least 1 point 
  remaining in his ki pool, as a standard action, a youxia 
  with this power can make an unarmed strike against a 
  foe as a touch attack. He adds 1/2 his youxia level as a 
  bonus on the damage roll. He can spend 1 ki point to 
  6 
  
  double this bonus for that attack. A youxia must be at 
  least 12th level before selecting this ki technique. 
       Pressure Points (Su): A youxia with this technique can 
  strike at an opponent's vital pressure points, causing 
  weakness and intense pain. Whenever the youxia makes 
  a ki strike, she also deals 2 point of Strength or Dexterity 
  damage, decided by the youxia. Unlike normal ability 
  damage, this damage can be healed by a DC 15 Heal 
  check. Each successful check heals 1 point of damage 
  caused by this technique. A youxia with this technique 
  receives a +10 insight bonus on this Heal check. Using 
  pressure points cost 1 ki point. 
       Redirection (Ex): As an immediate action, a youxia can 
  attempt a reposition or trip combat maneuver against a 
  creature that she threatens and that attacks her. If the 
  combat maneuver is successful, the attacker is sickened 
  for 1 round (Reflex DC = 10 + ½ the youxia's level + 
  youxia's Wisdom modifier to halve the duration), plus 1 
  additional round for every four youxia levels that she 
  possesses. A youxia gains a +2 bonus on the reposition 
  or trip combat maneuver check and the save DC for this 
  ability increases by +2 if the attacker uses Power Attack 
  or is charging when attacking her. This benefit increases 
  to a +4 bonus and the saving throw increases by +4 if 
  the opponent is charging and using Power Attack. 
      If at 4th level, the youxia can use redirection against an 
  opponent that the she threatens and that attacks an ally 
  with a melee attack. At 8th level, the youxia can make 
  both a reposition and a trip maneuver as part of a single 
  immediate action with this ability. At 12th level, she can 
  use this ability against any opponent that attacks him in 
  melee, even if she is not threatening the opponent who 
  attacks her. A youxia can use this ability once per day per 
  youxia level, but no more than once per round. 
       If the youxia receives redirection from another source, 
  her levels stack to determine affects. 
       Qinggong Power (Su): A youxia with this power selects 
  any of the qinggong monk ki powers (Pathfinder RPG 
  Ultimate Magic) for which he qualifies based on his 
  youxia level. A youxia can select this ability multiple 
  times. Each time, he must select a different qinggong 
  monk ki power. 
       Quivering Palm (Su): A youxia can set up vibrations 
  within the body of another creature that can thereafter 
  be fatal if the youxia so desires. Using this ability is a 
  standard action that costs 4 ki points, and the youxia 
  must announce his intent to use this ability (and spend 
  the ki points) before making the attack roll. Creatures 
  immune to critical hits cannot be affected. Otherwise, if 
  the attack hits and the target takes damage from the 
  blow, the quivering palm attack succeeds. Thereafter, the 
  youxia can try to slay the victim at any time within a 
  number of days equal to his youxia level. To make such 
  an attempt, the youxia merely wills the target to die (a 
  free action); unless the target succeeds at a Fortitude 
  saving throw (DC = 10 + 1/2 the youxia's level + the 
  youxia's Wisdom modifier), it dies. If the saving throw is 
  successful, the target is no longer in danger from that 
  particular quivering palm attack, but it can still be 
  affected by another one at a later time. A youxia can 
  have no more than one quivering palm in effect at one 
  time. If a youxia uses quivering palm while another is still 
  in effect, the previous one is negated. A youxia must be 
  at least 16th level before selecting this ki technique. 
       Slow Fall (Su): A youxia within arm's reach of a wall 
  can use it to slow his descent by expending 1 point from 
  his ki pool. When he uses this ability, he takes no 
  damage from the fall (as if using feather fall), but he must 
  be adjacent to a wall for the length of the fall (although 
  this can be used to reduce the damage from a fall if only 
  part of it is adjacent to a wall). 
       Sudden Speed (Su): A youxia with this ki technique can 
  spend 1 point from his ki pool as a swift action to grant 
  himself a sudden burst of speed. This increases the 
  youxia's base land speed by 30 feet for 1 minute. 
       Water Sprint (Su): A youxia with this ki technique can 
  spend 1 point from his ki pool as a swift action to gain 
  the ability to walk on water, as if under the effects of 
  water walk. Once activated, this ability lasts for 1 minute 
  per youxia level. A youxia must be at least 6th level 
  before selecting this ki technique. 
       Wind Jump (Su): A youxia with this ki technique can 
  spend 1 point from his ki pool as a move action to grant 
  himself a fly speed (with perfect maneuverability) equal 
  to his base land speed. He must end his movement each 
  round on solid ground (or some other surface that can 
  support his weight) or fall as normal. Once activated, this 
  ability lasts for 1 minute. A youxia must be at least 8th 
  level and have the high jump ki technique before 
  selecting this ki technique. 
  7 
  
       Wholeness of Body (Su): A youxia with this ki 
  technique can heal his own wounds as a standard action. 
  By spending 2 points from his ki pool, he can heal an 
  amount of damage equal to 1d8 + his youxia level. 
       Martial Focus (Ex): Much like the feat of the same 
  name, at 4th level a youxia gains the Martial Focus feat. 
  He applies this feat to the youxia weapons group. While 
  wielding a weapon from this group, all damage rolls gain 
  a +1 bonus to damage. This also allows them to qualify 
  for weapon mastery feats.  
       Weapon Training Mastery (Ex): Starting at 8th level, 
  and every four levels there after, a youxia gains the ability 
  to either select Weapon Training 1 as per the fighter 
  ability for his youxia weapon group, or select from a 
  weapon training mastery options listed below. If he has 
  selected the Weapon Training 1, each consecutive time it 
  is selected, it increases by 1.  
       Weapon training mastery options is comprised of 
  fighter advanced weapon training options and weapon 
  mastery feats.  
       Abundant Tactics (Ex): The youxia adds his weapon 
  training bonus and martial focus to the number of times 
  per day he can use a combat feat he has that allows a 
  limited number of daily uses, such as the Stunning Fist 
  feat. 
       Combat Competence (Ex): For any weapon not in his 
  associated weapon group with which the youxia is not 
  proficient, the penalty on attack rolls taken as a result of 
  not being proficient is reduced by an amount equal to 
  the youxia’s weapon training bonus and martial focus 
  bonus with that weapon group. Once the penalty is 
  reduced to 0, the youxia becomes proficient with such 
  weapons. 
       Combat Maneuver Defense (Ex): When the youxia is 
  wielding weapons from the associated weapon group, his 
  weapon training bonus and his martial focus applies to 
  his CMD against all combat maneuvers attempted 
  against him, instead of just against disarm and sunder 
  combat maneuvers. 
       Cut the Air (Ex): When a ranged attack is made against 
  a youxia or a target adjacent to him, he can cut the 
  weapon (or ammunition) out of the air, deflecting the 
  attack so the target takes no damage. As an attack of 
  opportunity, he make a melee attack roll at his highest 
  bonus. If the result is greater than the attack roll total of 
  the ranged attack, the attack is deflected. The youxia 
  must be aware of the attack and not flat-footed. 
  Unusually massive ranged weapons (such as boulders or 
  ballista bolts) and ranged attacks generated by spell 
  effects cannot be deflected. 
       Dazzling Intimidation (Ex): The youxia applies his 
  weapon training bonus and martial focus bonus to 
  Intimidate checks and can attempt an Intimidate check to 
  demoralize an opponent as a move action instead of a 
  standard action. If he has the Dazzling Display feat, he 
  can use it as a standard action instead of a full-round 
  action. 
       Defensive Weapon Training (Ex): The youxia gains a +1 
  shield bonus to his Armor Class. The youxia adds half his 
  weapon’s enhancement bonus (if any) to this shield 
  bonus. When his for weapons from the associated youxia 
  weapon group reaches +4, this shield bonus increases to 
  +2. This shield bonus is lost if the youxia is immobilized 
  or helpless. 
       Devastating Assault (Ex): As a full-round action, the 
  youxia can bat aside all of her foe’s defenses to ensure 
  she makes a single, especially effective melee attack. She 
  makes a single melee attack using an appropriate 
  weapon against a single target, but make as many attack 
  rolls as she could in a full-attack action using that 
  weapon. The youxia makes the attack rolls in order from 
  highest bonus to lowest, as if she were making a full 
  attack. 
       If any of the attack rolls hit the target, her single 
  attack is considered to have hit and she rolls damage 
  normally. 
       If one or more rolls are critical threats, she confirms 
  the critical hit only once using her highest base attack 
  bonus. 
       If she hits with two or more attacks, the target must 
  succeed at a Fortitude save (DC = 10 + 1/2 her base 
  attack bonus + her Strength modifier) or suffer a 
  condition for 1d4 rounds. If at least two attacks hit, the 
  youxia can choose from deafened, entangled, or shaken. 
  If at least three attacks hit, she can also choose from 
  blinded or staggered. If at least four attacks hit, she can 
  also choose the dazed condition. Once she has forced a 
  foe to attempt a saving throw to avoid suffering a 
  condition via this ability, she cannot attempt to inflict 
  that condition on it again with Devastating Assault for 24 
  8 
  
  hours. 
       Difficult Swings (Ex): When the youxia makes a full 
  attack with an appropriate melee weapon, he can force 
  creatures to treat squares adjacent to him as difficult 
  terrain until the beginning of his next turn. He can 
  choose to allow any creature he is aware of to ignore the 
  difficult terrain he effectively create with this ability. 
       Effortless Dual-Wielding (Ex):The youxia treats all one-
  handed weapons that belong to the associated weapon 
  group as though they were light weapons when 
  determining his penalties on attack rolls for fighting with 
  two weapons.  
       Focused Weapon (Ex): The youxia selects one weapon 
  for which he has Weapon Focus and that belongs to the 
  associated youxia weapon group. The youxia can deal 
  damage with this weapon based on the damage of the 
  warpriest’s sacred weapon class feature, treating his 
  youxia level as his warpriest level. The youxia must have 
  Weapon Focus with the selected weapon in order to 
  choose this option. 
       Inspiring Confidence (Ex): A number of times per day 
  equal to his highest weapon training bonus and martial 
  focus bonus as a swift action, the youxia can allow one 
  ally within 30 feet to attempt a new saving throw against 
  an ongoing fear effect that causes the ally to cower or to 
  become frightened, panicked, or shaken. If the ally 
  succeeds at the save, the effect ends. A youxia can use 
  this option even when not wielding a weapon from the 
  associated weapon group. 
       Item Mastery:: The youxia gains an item mastery feat 
  as a bonus feat, which functions with any magic weapon 
  he wields, even if the magic weapon does not meet the 
  feat’s normal requirements. He must meet all of the feat’s 
  prerequisites.  
       Retributive Kick (Ex): When the youxia makes a full 
  attack with an appropriate melee weapon and her first 
  attack misses or is blocked, deflected, parried, or 
  otherwise caused to not hit the target, she can 
  immediately make an unarmed attack against the same 
  target with the same attack bonus. She then cannot 
  make any more attacks as part of that full attack. 
       Smash from the Air (Ex): The youxia can use Cut from 
  the Air against unusually massive ranged weapons (such 
  as boulders or ballista bolts) and ranged attacks 
  generated by spell effects. Spell effects that do not 
  require attack rolls cannot be deflected. 
       Trained Grace (Ex): When the youxia uses Weapon 
  Finesse to make a melee attack with a weapon, using his 
  Dexterity modifier on attack rolls and his Strength 
  modifier on damage rolls, he doubles his on damage 
  rolls. The youxia must have Weapon Finesse in order to 
  choose this option. 
       Trained Initiative (Ex): As long as he is wielding a 
  weapon from the associated weapon group or is able to 
  draw such a weapon (even if he is not currently wielding 
  it), the youxia applies his weapon training bonus and 
  martial focus bonus to initiative checks. In addition, if he 
  has the Quick Draw feat and has a weapon from the 
  appropriate weapon group that isn’t hidden, he can draw 
  that weapon as a free action as part of making an 
  initiative check. 
       Trained Throw (Ex): When the youxia makes a ranged 
  attack with a thrown weapon and applies his Dexterity 
  modifier on attack rolls and his Strength modifier on 
  damage rolls, he doubles his weapon training bonus and 
  martial focus bonuson damage rolls. Unless he has the 
  Throw Anything feat, the youxia can choose only the 
  thrown youxia weapon group with this option. If he has 
  Throw Anything, the youxia can choose any youxia 
  weapon group with this option and apply this option’s 
  benefits to any weapon from that group that he throws. 
       Youxia’s Finesse (Ex): The youxia gains the benefits of 
  the Weapon Finesse feat with all melee weapons that 
  belong to the associated youxia weapon group (even if 
  they cannot normally be used with Weapon Finesse). The 
  youxia must have the Weapon Finesse feat before 
  choosing this option. 
       Youxia’s Reflexes (Ex): The youxia applies his weapon 
  training bonus and martial focus bonusto Reflex saving 
  throws. He loses this bonus when he is flat-footed or 
  denied his Dexterity bonus to AC. 
       Youxia’s Tactics (Ex): All of the youxia’s allies are 
  treated as if they had the same teamwork feats as the 
  youxia for the purpose of determining whether the 
  youxia receives a bonus from his teamwork feats. His 
  allies do not receive any bonuses from these feats unless 
  they actually have the feats themselves. The allies’ 
  positioning and actions must still meet the prerequisites 
  listed in the teamwork feat for the youxia to receive the 
  listed bonus. 
  9 
  
       Warrior Spirit (Su): The youxia can forge a spiritual 
  bond with a weapon that belongs to the associated 
  weapon group, allowing him to unlock the weapon’s 
  potential. Each day, he designates one such weapon and 
  gains a number of points of spiritual energy equal to 1 + 
  his weapon training bonus. While wielding this weapon, 
  he can spend 1 point of spiritual energy to grant the 
  weapon an enhancement bonus equal to his weapon 
  training bonus. Enhancement bonuses gained by this 
  advanced weapon training option stack with those of the 
  weapon, to a maximum of +5. The youxia can also imbue 
  the weapon with any one weapon special ability with an 
  equivalent enhancement bonus less than or equal to his 
  maximum bonus by reducing the granted enhancement 
  bonus by the amount of the equivalent enhancement 
  bonus. The item must have an enhancement bonus of at 
  least +1 (from the item itself or from warrior spirit) to 
  gain a weapon special ability. In either case, these 
  bonuses last for 1 minute.  
       Weapon Sacrifice (Ex): When damage would cause the 
  youxia or an adjacent ally to be knocked unconscious or 
  killed, as a swift or immediate action the youxia can 
  instead direct the damage to a weapon from the 
  associated weapon group that he is wielding. The 
  original target takes no damage, but the weapon 
  receives only half its normal hardness. The youxia can use 
  this option a number of times per day equal to the 
  youxia’s weapon training bonus and martial focus bonus 
  with the associated weapon group. He cannot use this 
  option with unarmed attacks. 
       Weapon Specialist (Ex): The youxia selects a number of 
  combat feats that he knows equal to his weapon training 
  bonus and martial focus bonus with the associated 
  weapon group. The selected feats must be ones that 
  require the youxia to choose a type of weapon (such as 
  Weapon Focus and Weapon Specialization), and the 
  youxia must have chosen weapons that belong to the 
  associated youxia weapon group. The youxia is treated as 
  having the selected feats for all the weapons in the 
  associated weapon group that are legal choices for those 
  feats. The youxia is also considered to have those feats 
  with these weapons for the purpose of meeting 
  prerequisites. 
       Greater Resolve (Ex): At 9th level, a youxia can spend 
  his resolve to negate some of his most grievous wounds. 
  After a critical hit is confirmed against him, he can spend 
  one use of his resolve as an immediate action to treat 
  that critical hit as a normal hit. Effects that only trigger on 
  a critical hit do not trigger when the youxia uses this 
  ability. 
       True Resolve (Ex): At 17th level, a youxia can spend 
  uses of his resolve to avoid death. If he has at least two 
  uses of his resolve remaining, he can spend all of the 
  daily uses of his resolve that he has available to him to 
  avoid death. Regardless of the source of the attack that 
  would have killed him, he is left alive, at –1 hit points (or 
  lower if he was already below –1), unconscious, and 
  stable. 
       Transcend (Ex): At 20th level, death is an inevitable 
  cause of life and once a youxia is successful in this life, he 
  moves on to the next. Resolute in his actions and 
  perhaps foolhardy, a youxia can choose to go out in a 
  time of self sacrifice. Much like the conditions to use true 
  resolve, if he has at least two uses of his resolve 
  remaining he can spend all of his daily uses for a last 
  ditch effort to make a lasting impact before death. 
       For a number of rounds equal to his final resolve uses 
  expended + his Wisdom modifier, the youxia is treated 
  as though he had 1 hit point and is able to act as normal, 
  as if he was conscious. Any damage that is incurred 
  during this period, do not take effect until the duration 
  expires. Once this period ends, the youxia returns to the 
  number of negative hit points he had before he 
  attempted to cheat death. He then suffers all the 
  accumulated damage that he suffered during this 
  duration. At which point his body begins to glow as 
  daylight for 1 round and his body begins to 
  dematerialize. He transcends death and can not be 
  brought back by anything short of godly intervention or 
  a wish spell.  
  10 
  
  Art of War 
  In the upcoming campaign setting Art of War, we add a 
  skill and optional rule for ki, to the system of play. The 
  first is the Meditation skill that most classes with a ki 
  pool will have access to. For those that do not, a simple 
  faith trait called Monastic Youth can make it a class skill. 
       The optional rule we introduce is called Ki Focus. Ki 
  Focus allows for those with ki pools to become focused 
  and to help use ki feats. Within these pages are just a few 
  example of ki feats in Art of War. There are also a number 
  of third party publishers that also support ki feats as well.  
       For those that wish to incorporate the Meditation skill 
  now as a class skill, we recommend the follow classes, 
  and our own classes from Liber Influxus Communis.  
  Core: cleric, monk, wizard, ninja, samurai, kineticist, monk 
  (unchained).  
       Depending on the archetype: fighter, brawler, or those 
  with an eastern flavor.  
  LIC: conduit, mnemonic, mystic; and their archetypes. 
  Trait:  
  Monastic Youth: In your younger days you spend time 
  at a temple, took classes once a week for yoga, or was 
  taught by a parent or mentor the way of a settled mind. 
  As you grew, you continued to practice these lessens. 
  You gain a +1 to Meditation skill checks, and it is a class 
  skill for you.    
  New Skill 
  Meditation (Wis; Trained only) 
  You have trained your mind to gain mastery over your 
  body and the mind’s own deepest capabilities. 
       Check: The DC and the effect of a successful check 
  depend on the task you attempt. 
       Concentration: When dealing with spells, you may use 
  your ranks in Meditation in place of your caster level and 
  use your Wisdom modifier instead of your ability score 
  modifier when making concentration checks. 
       Inner Focus: You can attempt to become ki focused in 
  a short amount of time by making an inner focus check. 
  If you are successful on a meditation check, ki focusing is 
  reduced to a move action. If this check fails, you still take 
  a full round to become ki focused.  
       Memorize: You can attempt to memorize a long string 
  of numbers, a long passage of verse, or some other 
  particularly difficult piece of information (but you can’t 
  memorize magical writing or similarly exotic scripts). Each 
  successful check allows you to memorize a single page of 
  text (up to 800 words), numbers, diagrams, or sigils (even 
  if you don’t recognize their meaning). If a document is 
  longer than one page, you can make additional checks 
  for each additional page. You always retain this 
  information; however, you can recall it only with another 
  successful Meditation check. 
       Overcome Nausea: When your stomach churns due to 
  a stinking cloud or deadly (un)natural odors, you can 
  attempt to overcome your nausea, as a swift action. You 
  can make a Meditation check, if successful, you can take 
  a standard action while nauseated. You must make a 
  check for each strenuous action you want to take as part 
  of this action. A failed Meditation check in this 
  circumstance carries no direct penalty, you just are 
  unable to take a standard action until the nausea passes. 
       Resist Dying: You can attempt prevent yourself from 
  dying. If you have negative hit points and are losing hit 
  points (at 1 per round, 1 per hour), you can substitute a 
  DC 15 Meditation check for your Constitution check to 
  see if you become stable. If the check is successful, you 
  stop losing hit points (you do not gain any hit points, 
  however, as a result of the check). You can substitute 
  this check for the Constitution check in later rounds if 
  you are initially unsuccessful.
       Resist Fear: In response to any fear effect, you make a 
  saving throw normally. If you fail the saving throw, you 
  can make an Autohypnosis check on your next round 
  even while overcome by fear. If your Meditation check 
  meets or beats the DC for the fear effect, you may make 
  an additional Will save with a +4 competence bonus to 
  shrug off the fear. On a failed check, the fear affects you 
  normally, and you gain no further attempts to shrug off 
  that particular fear effect. 
       Tolerate Poison: You can attempt to resist the effect of 
  any standard poison. Every time you make a saving throw 
  against the poison, you make an Meditation check. If 
  your Meditation check exceeds the DC of the poison, you 
  receive a +4 competence bonus on your saving throw 
  against the poison. This skill has no effect on the initial 
  saving throw against poison. 
       Action: Various. Making a meditation check to 
  become ki focused takes a full round action, overcoming 
  nausea is a swift action. Recalling a memorized page is a 
  free action. Commonly used as a free action (when 
  attempted reactively) or part of another action (when 
  attempted actively). 
       Try Again: Yes, for overcoming nausea, memorizing, 
  and resisting fear, though a success doesn’t cancel the 
  effects of a previous failure. No for the other uses.  
  Task 
  DC 
  Concentration 
  Per concentration check 
  Inner Focus 
  25 
  Memorize 
  15 
  Overcome Nausea 
  20 
  Resist Dying 
  15 
  Resist Fear 
  Fear effect DC 
  Tolerate Poison 
  Poison's DC 
  11 
  
  KI Focus 
       Some feats, ki powers/techniques, or ki class abilities 
  work with either by maintaining or expending ki focus.  
       Gain Ki Focus: Merely having the ability to hold a 
  reservoir of ki points in mind gives characters a special 
  energy. Characters with a ki pool can put that energy to 
  work without actually paying a ki point cost—they can 
  become ki focused. 
       If you have a ki pool or the ability to manifest ki in 
  some manner, you can meditate to become ki focused. 
  Meditating is a full-round action that provokes attacks of 
  opportunity. 
      When you are ki focused, you can expend your focus 
  on any single concentration or Meditation skill check you 
  make thereafter. When you expend your focus in this 
  manner, your concentration or Meditation check is 
  treated as if you rolled a 15. It’s like taking 10, except 
  that the number you add to your concentration modifier 
  is 15. You can also expend your focus to gain the benefit 
  of a ki feat—many ki feats are activated in this way. 
      Once you are ki focused, you remain focused until you 
  expend your focus, become unconscious, or go to sleep 
  (or enter a meditative trance). 
      You may still gain ki focus even if you have depleted 
  all of your ki points. 
       You may expend your ki focus to initiate the opening 
  of a chakra. You may expend your ki focus in place of 
  spending a ki point to maintain an open chakra for a 
  round.   
      Expending your ki focus to power a feat, class feature, 
  or any other ability only powers a single effect. You 
  cannot gain the benefit of multiple abilities that require 
  expending focus by expending your ki focus once; each 
  effect requires its own instance of expending ki focus. 
       If your ki pool is empty, you can also expend your ki 
  focus to fuel a ki power, technique, or ki class ability so 
  long as the activation cost is 1 ki. 
        
   
  Feats 
  KI Feats 
  Ki Shot (Ki) 
  You can charge your ranged attacks with additional 
  damage potential. 
     Prerequisite: Point Blank Shot. 
     Benefit: While you maintain ki focus, your attacks with 
  a ranged weapon deal an extra 1 point of damage. 
  Additionally, if you expend your ki focus as part of an 
  attack with a ranged weapon, that attack instead deals an 
  extra 2d6 points of damage. You must decide whether or 
  not to use this feat prior to making an attack. If your 
  attack misses, you still expend your ki focus. 
   
  Ki Weapon (Ki) 
  You can charge your melee weapon with additional 
  damage potential. 
     Prerequisite: Str 13. 
     Benefit: While you maintain ki focus, your attacks with 
  a melee weapon deal an extra 1 point of damage. 
  Additionally, if you expend your ki focus as part of an 
  attack with a melee weapon, that attack instead deals an 
  extra 2d6 points of damage. You must decide whether or 
  not to use this feat prior to making an attack. If your 
  attack misses, you still expend your ki focus. 
   
  General Feats 
  New Ki Power 
  You learn another ki power. 
     Prerequisite: Ki power class feature 
     Benefit: You gain one additional ki power. You must 
  meet all of the prerequisites for this ki power. 
     Special: You can select this feat multiple times. 
   
  New Ki Technique 
  You learn a new ki technique 
     Prerequisite: Ki technique class feature 
     Benefit: You gain one additional ki technique. You 
  must meet all of the prerequisites for this ki technique. 
     Special: You can select this feat multiple times. 
   
  Signature Ki 
  You over use of an ability becomes more natural. 
     Prerequisite: Ki pool, Ki technique or power or an 
  ability that is fueled by ki that is not a feat.  
     Benefit: You select one ki technique, power, or ability 
  that uses ki. Your cost for activating the ki fueled ability is 
  lowered by 1. A ki fueled ability can never not be lowered 
  below 1 ki point and must always cost a minimum of 1.  
     Special: You can select this feat no more than three 
  times. Each time you select this feat, you must select a 
  new ki power, technique, or ability. 
   
   
  Optional Rule: Meditation & Chakra 
  An optional rule to be discussed between players and a 
  GM is the use of Meditation skill to open chakras. In 
  doing so, you would use the Meditation skill to meet the 
  DC of each chakra. On a successful skill check, the chakra 
  is open. On a failed roll, the character would need to 
  make the appropriate Fortitude and Will save as required 
  by failing a roll.  
  12 
  
  Art of War 
  In the upcoming campaign setting Art of War, we take 
  known combat style feats and combine them with 
  combat style feats from other publishers. Merging 
  combat style feats expands upon the 3 feat system. 
  Doing so allows for more “flavor”, longer progression in a 
  school style, and offers something to look forward to 
  when advancing in levels.  
    
  Crane Style 
   Crane Style – Hailing from the teachings of Master 
  Qinlang developed during her stay among the Imperial 
  Family. Qinlang was commissioned to teach the children 
  of the noble families to defend themselves against 
  assassination attempts and kidnappings from enemies 
  during the controversial reign of the 7th Emperor Liu. 
  She is credited for the creation of a marital style that 
  imitated mother cranes protecting their young. This style 
  mimics pecking and the flapping of wings to defend its 
  flock to drive off attackers, while maintaining a staggered 
  pigeon-toed stance.   
       Qinlang taught this defensive style for 10 years, to 
  encompass three generations of the imperial family. 
  Before her retirement she opened up a single school in 
  the countryside, where she continued to receive students 
  from the Imperial Family and those of aristocratic 
  households. Upon her retirement, she taught her 
  technique to 3 students who she designated as her 
  successors. One of these students was of imperial 
  heritage, who took the name Tsurui Red-Crane. Tsurui 
  went on to found the Vermilion Style sub-school. 
    
  Crane Style (Combat, Style) 
  Your unarmed fighting techniques blend poise with 
  graceful defense. 
  Prerequisites: Dodge, Improved Unarmed Strike, base 
  attack bonus +2 or monk level 1st. 
  Benefit: You take only a –2 penalty on attack rolls for 
  fighting defensively. While using this style and fighting 
  defensively or using the total defense action, you gain an 
  additional +1 dodge bonus to your Armor Class. 
    
  Crane Wing (Combat) 
  You move with the speed and finesse of an avian hunter, 
  your sweeping blocks and graceful motions allowing you 
  to deflect melee attacks with ease. 
  Prerequisites: Crane Style, Dodge, Improved Unarmed 
  Strike, base attack bonus +5 or monk level 5th. 
  Benefit: When fighting defensively with at least one 
  hand free, you gain a +4 dodge bonus to AC against 
  melee attacks. 
       If a melee attack misses you by 4 or less, you lose this 
  dodge bonus until the beginning of your next turn. If you 
  are using the total defense action instead, you can 
  deflect one melee attack that would normally hit you. An 
  attack so deflected deals no damage and has no other 
  effect (instead treat it as a miss). You do not expend an 
  action when using this feat, but you must be aware of 
  the attack and not flat-footed. 
    
  Crane Riposte (Combat) 
  You use your defensive abilities to make overpowering 
  counterattacks. 
  Prerequisites: Crane Style, Crane Wing, Dodge, 
  Improved Unarmed Strike, base attack bonus +8 or monk 
  level 7th. 
  Benefit: You take only a -1 penalty on attack rolls for 
  fighting defensively. Whenever you deflect an 
  opponent's attack using Crane Wing or lose the dodge 
  bonus from Crane Wing because an attack missed you by 
  4 or less, you can make an attack of opportunity against 
  the attacker after the attack misses. 
   
  Vermilion Style (Crane Sub-school) 
  Originally taught only to those of imperial heritage, 
  Vermilion Style further developed Crane Style to involve 
  strikes that took advantage of defensive mobility. A 
  forbidden practice for those outside of nobility, has over 
  the last centuries reached specialized schools where it is 
  taught under different names. 
    
  Vermilion Style (Combat, Style) 
  Your graceful fighting style focuses on sweeping strikes 
  and circular, flowing posture that give you an advantage 
  against larger and stronger enemies. 
  Prerequisites: Dex 13, Crane Style, Improved Unarmed 
  Strike, Perform (dance) 3 ranks, base attack bonus +4 or 
  monk level 3rd. 
  Benefit: While using this style, you gain a +2 bonus to 
  your CMD and +2 bonus on unarmed strike damage rolls 
  against any opponent that is larger or has a higher 
  Strength score than you. If the opponent has used the 
  Power Attack feat with any attack made against you since 
  your last turn, the bonus to damage increases to +4. 
    
  Vermilion Sweep (Combat) 
  Your circular, sweeping maneuvers can strike enemies 
  that think they are outside your reach and hamper their 
  ability to strike you. 
  Prerequisites: Dex 13, Crane Style,  Improved Unarmed 
  Strike, Vermilion Style, Perform (dance) 5 ranks, base 
  attack bonus +6 or monk level 5th. 
  Benefit: While using Vermilion style, if you use the attack 
  action to make a single melee attack at your highest base 
  attack bonus, you can increase your reach by 5 feet. 
  While using phoenix style, you also gain a +2 dodge 
  13 
  
  bonus to AC against melee attacks from opponents who 
  are not adjacent to you. 
    
  Vermilion Flight (Combat) 
  You are as difficult and dangerous to restrain as the 
  soaring bird of fantasy you emulate. 
  Prerequisite: Dex 13, Crane Style, Improved Unarmed 
  Strike, Vermilion Style, Vermilion Sweep, Acrobatics 3 
  ranks, Perform (dance) 8 ranks, base attack bonus +9 or 
  monk level 7th. 
  Benefit: While using phoenix style, as a full-round action 
  you can charge an opponent by moving up to your 
  speed and making an unarmed strike. If the attack is 
  successful, you can make a second unarmed strike as a 
  free action. You may then make an Acrobatics check as a 
  free action to make a horizontal jump with a running 
  start (maximum distance equals your base speed) in a 
  direction that passes through your opponent’s square; 
  this jumping movement does not provoke an attack of 
  opportunity from the opponent you charged. 
      You may also make the free action unarmed strike and 
  jumping movement if an opponent fails a combat 
  maneuver check to attempt to grapple you. Any 
  movement from this is subtracted from your available 
  movement on your next turn. 
    
  Phoenix Style (Crane Sub-school) 
  Named for the legendary bird often described as a crane 
  that burst into flame to be reborn, Phoenix Style is an 
  advanced path common among Mystics. Developed by 
  the followers along the Path of Flame who have studied 
  crane style, focus on bringing fiery strikes against their 
  opponents. 
    
  Phoenix Style (Combat, Style) 
  You have adopted a mobile fighting style centered on 
  the use of fiery rising punches. 
  Prerequisites: Wis 11, Dodge, Crane Style, Elemental Fist, 
  Improved Unarmed Strike, Wind Stance, Acrobatics 6 
  ranks 
  Benefit: While using this style, you gain the ability to 
  deliver a sudden and scorching strike after successfully 
  using the Acrobatics skill to pass through the space 
  occupied by an opponent. To do so, you must 
  successfully move through your opponent’s space and 
  expend one daily use of your Elemental Fist feat as a 
  standard action immediately afterward. If you do, your 
  opponent is denied its Dexterity bonus to Armor Class 
  against your Elemental Fist attack, and your attack deals 
  additional fire damage equal to the number of Elemental 
  Fist attempts you have remaining for the day. 
      Additionally, whenever you successfully move through 
  an opponent’s space, the concealment granted by your 
  Wind Stance feat is increased to 30%. Finally, as long as 
  you have at least 1 daily Elemental Fist attempt 
  remaining, you gain fire resistance 1. 
    
  Phoenix Feathers (Combat) 
  Like a phoenix’s wings waves of heat surround you. 
  Prerequisites: Wis 13, Dodge, Crane Style, Elemental Fist, 
  Phoenix Style, Wind Stance, Acrobatics 8 ranks 
  Benefit: You gain one additional Elemental Fist attempt 
  per day. While using the Phoenix Style stance, the 
  concealment granted by your Wind Stance feat applies 
  against both melee and ranged attacks. Additionally, as 
  long as you have at least 1 daily Elemental Fist attempt 
  remaining, you gain fire resistance 5. 
    
  Phoenix Fire (Combat) 
  A passionate inner flame keeps you warm and shields 
  you from harm. 
  Prerequisites: Wis 13, Dodge, Crane Style, Elemental Fist, 
  Phoenix Style, Wind Stance, Acrobatics 10 ranks 
  Benefit: You gain one additional Elemental Fist attempt 
  per day. 
  While using the Phoenix Style stance and as long as you 
  have at least one daily Elemental Fist attempt remaining, 
  you gain fire resistance 10 and you may expend one daily 
  use of your Elemental Fist feat to gain fast healing 1 for a 
  number of rounds equal to your Wisdom modifier 
  (minimum 1). 
    
  Scorpion Style 
  Scorpion Style – Scorpion style has a long history 
  among city guards and security forces of the Tiger and 
  Serpent Clan who look to subdue their opponents to 
  take them into custody without causing too much harm. 
  It was originally developed by Master Gao Ji, who served 
  as a village guard and patrol officer. After a rash of 
  burglaries, Gao Ji was given time to practice and perfect 
  his technique. He developed certain strikes that would to 
  keep criminals from getting away and making them 
  pause long enough to be restrained. The base of this 
  style is still taught today and is common in many villages 
  in the plans of Hanxia. 
      As with every house of teaching, they adapt and alter 
  this styling to provide special sub-types that hold similar 
  core values, but branch off into their own unique 
  regional styles. Those that are taught in the Scorpion 
  Style School of fighting may learn the sub-schools: 
  Cockatrice Style, Desert Scorpion Style, and Southern 
  Scorpion Style.   
    
  Scorpion Style (Combat, Style) 
  You can perform an unarmed strike that greatly hampers 
  your target's movement. 
  14 
  
  Prerequisites: Improved Unarmed Strike. 
  Benefit: To use this feat, you must make a single 
  unarmed attack as a standard action. If this unarmed 
  attack hits, you deal damage normally, and the target's 
  base land speed is reduced to 5 feet for a number of 
  rounds equal to your Wisdom modifier unless it makes a 
  Fortitude saving throw (DC 10 + 1/2 your character level 
  + your Wis modifier). 
    
  Gorgons’ Fist (Combat) 
  With one well-placed blow, you leave your target reeling. 
  Prerequisites: Improved Unarmed Strike, Scorpion Style, 
  base attack bonus +6. 
  Benefit: As a standard action, make a single unarmed 
  melee attack against a foe whose speed is reduced (such 
  as from Scorpion Style). If the attack hits, you deal 
  damage normally and the target is staggered until the 
  end of your next turn unless it makes a Fortitude saving 
  throw (DC 10 + 1/2 your character level + your Wis 
  modifier). This feat has no effect on targets that are 
  staggered. 
    
  Medusa's Wrath (Combat) 
  You can take advantage of your opponent's confusion, 
  delivering multiple blows. 
  Prerequisites: Improved Unarmed Strike, Gorgon's Fist, 
  Scorpion Style, base attack bonus +11. 
  Benefit: Whenever you use the full-attack action and 
  make at least one unarmed strike, you can make two 
  additional unarmed strikes at your highest base attack 
  bonus. These bonus attacks must be made against a 
  dazed, flat-footed, paralyzed, staggered, stunned, or 
  unconscious foe. 
   
  Cockatrice Style (Scorpion Sub-school) 
  The cockatrice is the magical beast with the ability to 
  cause petrification to those that threaten it. Much like the 
  creature it is named after, Cockatrice Style is about 
  wearing down an opponent's movement. Practitioners of 
  this sub-school come from shinobi clans that work to 
  keep its movements secret.   
    
  Cockatrice Style (Combat, Style) 
  You focus on delivering debilitating strikes to your 
  opponents, hindering their ability to effectively fight 
  back. 
  Prerequisites: Improved Unarmed Strike, Scorpion Style, 
  Heal 3 ranks 
  Benefit: You gain a +2 bonus to the DC of saving throws 
  when using the Scorpion Style and Gorgon’s Fist feats. 
  Your unarmed strikes gain a bonus to damage equal to 
  your Wisdom modifier against opponents that are 
  staggered or that have their speed reduced. 
    
  Cockatrice Paralysis (Combat) 
  Your strikes to an opponent’s vital areas disrupt its 
  nervous and circulatory systems, reducing its 
  coordination and causing it to take on an ashen 
  complexion. 
  Prerequisites: Cockatrice Style, Improved Unarmed 
  Strike, Scorpion Style, Heal 6 ranks 
  Benefit: While using cockatrice style, you deal 1d4 points 
  of Dexterity damage to opponents who fail their saving 
  throws against your Gorgon’s Fist and Scorpion Style feat 
  attacks. 
    
  Cockatrice Hammer (Combat) 
  You can deliver a combination attack that incapacitates 
  your enemies quickly. 
  Prerequisites: Cockatrice Paralysis, Cockatrice Style, 
  Gorgon’s Fist, Improved Unarmed Strike, Scorpion Style, 
  Heal 9 ranks 
  Benefit: If an opponent fails its saving throw against 
  your Scorpion Style feat, you can take a swift action to 
  make an unarmed strike using your Gorgon’s Fist feat. 
   
  Desert Scorpion Style (Scorpion Sub-school) 
  Adherents of this style are known for their strange 
  15 
  
  stances and footwork, their skittering movements across 
  the battlefield, and their ability to attack from awkward 
  and unexpected angles. Practitioners often walk upon 
  both hands and one foot, or upon both hands, while they 
  often leave one or both legs raised as if it were a 
  scorpion’s tail ready to lash out. 
    
  Desert Scorpion Style (Combat, Style) 
  You keep low to the ground and emulating the gait and 
  balance of an arachnid. Though you cannot generate 
  much power from such a low stance, you can strike out 
  from unexpected angles and catch opponents off guard. 
  Prerequisites: Wisdom 13, Improved Unarmed Strike, 
  Scorpion Style, Acrobatics 3 ranks, Escape Artist 3 ranks. 
  Benefit: You add 2 to your CMD against bull rush, drag, 
  reposition, and trip attempts. While using Scorpion Style, 
  your speed is reduced by 10 ft. if your base speed is 30 
  ft. or more. If your base speed is less than 30 ft., your 
  speed is reduced by 5 ft. Further, while using Scorpion 
  Style, you are considered one size smaller than normal 
  when determining your bonus to attack rolls, your AC, 
  and damage dealt by unarmed and weapon melee 
  attacks. 
    
  Desert Scorpion Hunter (Combat) 
  Through twisting and contorting your body, your limbs 
  imitate the deadly claws and sting of a scorpion. This 
  allows you to attack even when others could not. 
  Prerequisites: Improved Grapple, Desert Scorpion Style, 
  Scorpion Style, Acrobatics 6 ranks, Escape Artist 6 ranks. 
  Benefit: While using Scorpion Style, you do not take a 
  penalty to unarmed attacks from the grappled 
  conditions. You may also make unarmed attacks even 
  when pinned, albeit with a –4 penalty. Further, your 
  speed is no longer reduced while using Scorpion Style. 
    
  Desert Scorpion Horror (Combat) 
  You lash out with your leg, emulating the scorpion’s sting 
  and distracting your opponent. Your arms, emulating the 
  scorpion’s claws, drag your foe to the ground. 
  Prerequisites: Improved Trip, Desert Scorpion Hunter, 
  Scorpion Style, Acrobatics 9 ranks, Escape Artist 9 ranks. 
  Benefit: While using Scorpion Style, after any successful 
  combat maneuver against an opponent, you may 
  attempt to trip the same opponent as a swift action 
  using the same attack bonus with a –4 penalty. Further, 
  your melee damage is no longer reduced while using 
  Scorpion Style. 
   
  Southern Scorpion Style (Scorpion Sub-school) 
  The opening stance is distinct. The user stands in profile 
  to their opponent with their forward arm extended and 
  the back of their hand facing the opponent. The other 
  arm is held high above their head, hooked like the tail of 
  a scorpion. Scorpion style practitioners take a deep horse 
  stance. The style emphasizes defensive strategies over all 
  out attack, waiting for an opponent to tire before 
  delivering a single deadly blow. 
    
  Southern Scorpion Stance (Combat, Style) 
  The Stalking Scorpion Lies in Wait 
  Prerequisites: Dexterity 15, Improved Unarmed Strike, 
  Scorpion Style 
  Benefit: While in this stance, the character has their base 
  movement speed reduced by 10 feet. They gain a +2 
  deflection bonus to their AC. Any attack that misses them 
  grants them a +2 bonus to hit per miss against the 
  creature who missed them since the start of the 
  character’s last turn. 
    
  Looming Threat (Combat) 
  The venom need only be a threat for the foe to die 
  Prerequisites: Dexterity 15, Improved Unarmed Strike, 
  Scorpion Style, Southern Scorpion Stance 
  Benefit: When in scorpion stance, any creature that 
  misses you provokes an attack of opportunity once per 
  round. 
    
  Southern Scorpion Strike (Combat) 
  The Tail Strikes Only After an Opening Presents Itself 
  Prerequisites: Dexterity 15, Improved Unarmed Strike, 
  Scorpion Style, Southern Scorpion Stance 
  Benefit: You may make a single attack with an unarmed 
  strike while using Southern Scorpion Stance to deliver a 
  special kind of blow. This attack is made at a -5 penalty. 
  If you successfully hit with this attack, confirm it as if you 
  were confirming a critical hit (using all the modifiers that 
  would apply). You deal two times your normal unarmed 
  damage, regardless if you confirm. If you confirm, the 
  target takes a penalty to all saves against poison and 
  death effects equal to ½ your Dexterity modifier (min 1) 
  for 1 hour. If this attacks is a critical hit the multiplier of 
  the attack is increased by 1. 
    
  Tiger Style 
  Tiger Style – As one of the three Imperial Clans, the 
  Tiger Clan is the sole source of origin of this self stylized 
  martial art. In its teachings it focuses on the production 
  of powerful frontal attacks backed by strength in close 
  quarters combat. In a time before the written word was 
  penned, the founding of this style is said to have always 
  been in the blood of those of the Hanxia Plains. It is one 
  of the oldest and most widespread of all the martial arts 
  to be taught. Like most folklore, the style has changed 
  from village to school over the centuries, but was 
  eventually consolidated into a set of techniques by 
  16 
  
  Grandmaster Wang during the second century. Its 
  current form has been pasted from master to student 
  since his death and is viewed as the purest form of 
  technique. 
    
  Tiger Style (Combat, Style) 
  Your unarmed fighting style emulates the strength and 
  ferocity of a tiger. 
  Prerequisites: Improved Unarmed Strike, base attack 
  bonus +3 or monk level 3rd. 
  Benefit: While using this style, you gain a +2 bonus to 
  your CMD against bull rush, overrun, and trip maneuvers. 
  You can also deal slashing damage with your unarmed 
  strikes. Whenever you score a critical hit with your 
  slashing unarmed strike, your opponent also takes 1d4 
  points of bleed damage at the start of his next two turns. 
  Normal: Unarmed strikes deal bludgeoning damage. 
    
  Tiger Claws (Combat) 
  You can sacrifice multiple attacks to make a single 
  devastating strike. 
  Prerequisites: Improved Unarmed Strike, Tiger Style, 
  base attack bonus +6 or monk level 5th. 
  Benefit: While you are using the Tiger Style feat and 
  have both hands free, you can use a full-round action to 
  make a single unarmed strike with both hands. Use your 
  highest base attack bonus, rolling unarmed strike 
  damage for each hand separately and multiplying both if 
  you score a critical hit. If you use Power Attack in 
  conjunction with this attack, increase your Strength 
  bonus on one of the damage rolls by an additional one-
  half your Strength bonus. If you hit, you can attempt a 
  bull rush maneuver with a +2 bonus on the combat 
  maneuver check. This bull rush attempt provokes no 
  attack of opportunity from your opponent, but you 
  cannot move with that opponent if your bull rush is 
  successful. 
    
  Tiger Pounce (Combat) 
  Your unarmed strikes are as precise as they are powerful, 
  but they leave you open and you can pursue foes with 
  blinding speed. 
  Prerequisites: Improved Unarmed Strike, Power Attack, 
  Tiger Claws, Tiger Style, base attack bonus +9 or monk 
  level 8th. 
  Benefit: While using the Tiger Style feat, you can apply 
  the penalty from Power Attack to your AC instead of 
  attack rolls. Additionally, once per round as a swift 
  action, you can move up to half your speed closer to a 
  target you hit with an unarmed strike or made a 
  successful combat maneuver against on this turn or your 
  last turn. 
    
  Panther Style (Sister-school) 
  Panther style is a derivative of Tiger Style that is 
  commonly used by those that are assigned as street 
  guards or watchmen who take positions just outside a 
  shopkeeper’s door hoping to stop would be thieves. It 
  has been adopted by some who are shinobi that lay in 
  wait for their prey. Whatever the case, panther style takes 
  advantage of those who walk through the practitioner’s 
  space, taking advantage of their foully.   
      Originally developed by a Tiger Master who wished to 
  teach his cocky students a lesson, it swiftly gained a 
  following for the underclassman that were picked on. A 
  classic folklore speaks of a brother and sister who would 
  hide from one another. They would wait for the other 
  one to walk by and surprise them. It has since become a 
  favorite for those that wish to learn to abide their time. 
    
  Panther Style (Combat, Style) 
  You can strike back at enemies who attack you when you 
  move. 
  Prerequisites: Wis 13, Combat Reflexes, Improved 
  Unarmed Strike. 
  Benefit: While using this style, when an opponent makes 
  an attack of opportunity against you for moving through 
  a threatened square, you can spend a swift action to 
  make a retaliatory unarmed strike attack against that 
  opponent. Your attack is resolved after the triggering 
  attack of opportunity. 
    
  Panther Claw (Combat) 
  You unleash a rapid series of blows on foes that attempt 
  to attack you when you move. 
  Prerequisites: Wis 15, Combat Reflexes, Improved 
  Unarmed Strike, Panther Style. 
  Benefit: While using Panther Style, you can spend a free 
  action, instead of spending a swift action, to make a 
  retaliatory unarmed strike. You can make a number of 
  retaliatory unarmed strikes on your turn equal to your 
  Wisdom modifier. 
    
  Panther Parry (Combat) 
  Your vicious strikes impair your foe's ability to attack you 
  when you move. 
  Prerequisites: Wis 15, Combat Reflexes, Improved 
  Unarmed Strike, Panther Claw, Panther Style. 
  Benefit: While using Panther Style, your retaliatory 
  unarmed strikes are resolved before the triggering 
  attacks. If your retaliatory unarmed strike deals damage 
  to an opponent, that opponent takes a –2 penalty on 
  attack and damage rolls with the triggering attack of 
  opportunity. 
   
   
  17 
  
  Leopard Style (Tiger/Panther Sub-school) 
  Leopard style is a sub-school that takes techniques from 
  both the tiger and panther style of martial arts. It is a 
  style that teaches patience and conditions the body for 
  long durations of combat. Taking advantage to 
  disorientate or even blind an attacker, the advanced 
  strikes focus on wearing the opponent down and 
  delivering pain inducing strikes. 
    
  Leopard Style (Combat, Style) 
  You mimic the prowling and fierceness of a leopard. 
  Prerequisites: Improved Unarmed Strike, Tiger Style or 
  Panther Style, base attack bonus +3 or monk level 3rd. 
  Benefit: When using this style, you gain a +2 to 
  Fortitude checks and a +2 to dirty trick combat 
  maneuvers involving attempts to blind your opponent. 
  You can also deal slashing damage with your unarmed 
  strikes. 
  Normal: Unarmed strikes deal bludgeoning damage. 
    
  Leopard Strike (Combat) 
  You aim for pressure points on and around the head 
  when attacking your opponent. 
  Prerequisites: Improved Unarmed Strike, Leopard Style, 
  Tiger Style or Panther Style, base attack bonus +6. 
  Benefit: While using leopard style, whenever you strike 
  an opponent you deal 1 point of Strength or Dexterity 
  damage, decided by you before damage is rolled. Unlike 
  normal ability damage, this damage can be negated on a 
  successful Fortitude saving throw (DC 10 + 1/2 your 
  character level + your Wis modifier). Otherwise it can be 
  healed on a DC 15 Heal check. Each successful check 
  heals 1 point of damage caused by this feat. 
    
  Leopard Rend (Combat) 
  You aim for pressure points on and around the head 
  when attacking your opponent. 
  Prerequisites: Improved Unarmed Strike, Leopard Style, 
  Leopard Strike, Tiger Style or Panther Style, base attack 
  bonus +10. 
  Benefit: while using leopard style, whenever you make 
  two successful unarmed strikes against the same target 
  in 1 round, you latch onto the flesh and deal extra 
  damage. This damage is equal to the damage dealt by 
  unarmed strike attack. 
    
  Manticore Style 
  Manticore Style – A style of combat first employed by 
  shinobi of the Tong family, members of the Serpent Clan. 
  During the struggle to control the city of Aechi, the 
  Tongs worked from the shadows using simple weapons. 
  Such as the siangham, sai, shuriken, darts and even 
  daggers to combat the rival clans. When the Tong, Iga, 
  and Koga banned together to form the Triad Resolution, 
  the knowledge of Manticore Style was passed to each 
  member of the three families. Since then the style has 
  evolved and developed a following only practiced by the 
  Clan and other shinobi they find worthy. 
    
  Manticore Style (Combat, Style) 
  You fight in the style that mimics the tail of the 
  manticore with sharp ranged projectiles. 
  Prerequisites: Dex 13, Improved Unarmed Strike, Throw 
  Anything, Acrobatics 3 ranks, base attack bonus +4 or 
  ninja or monk level 3rd. 
  Benefit: You are considered proficient with manticore 
  weapons group (darts, daggers, sai, shuriken, and 
  siangham). You can draw these weapons as a free action. 
  You do not take penalties on attack rolls when making 
  melee attacks with these weapons as an improvised 
  weapon, or when making melee and ranged attacks with 
  ammunition as an improvised weapon (such as arrows). 
  Those that are not considered ranged weapons, have a 
  range increment of 15 feet. 
  Normal: Drawing a weapon is a move action, or a free 
  action taken as part of a move action for creatures with a 
  base attack bonus of +1 or higher. 
    
  Manticore Sting (Combat) 
  You use your thrown weapons to hit acupuncture points 
  to sicken your enemy. 
  Prerequisites: Dex 13, Improved Unarmed Strike, 
  Manticore Style, Throw Anything, Acrobatics 5 ranks, 
  base attack bonus +6 or ninja or monk level 5th. 
  Benefit: While using manticore style, when you perform 
  a full attack action with one or more thrown manticore 
  weapons. For each weapon that does at least a point of 
  damage to a creature, it must succeed on a Reflex saving 
  throw with a DC equal to the attack roll or find that the 
  weapon has become embedded in its body. A creature 
  with one or more of these weapons embedded in its 
  body is sickened until each weapon is removed. 
  Manticore weapons can be removed with a DC 10 Heal 
  skill check performed as a move action. Alternately, a 
  creature may remove any number of the embedded 
  weapons by performing the Heal skill check as a full-
  round action. 
    
  Manticore Tail (Combat) 
  You send a volley of thrown projectiles upon your 
  targets. 
  Prerequisites: Dex 13, Improved Unarmed Strike, 
  Manticore Style, Throw Anything, Acrobatics 5 ranks, 
  base attack bonus +6 or ninja or monk level 5th. 
  Benefit: While using manticore style and making a full 
  attack, you can make one additional attack at your 
  18 
  
  highest attack bonus but take a -2 penalty on all of your 
  attack rolls for the round. All attacks made during this full 
  attack action must use either unarmed strikes, manticore 
  weapons or ammunition used as an improvised weapon 
  (such as arrows). 
    
  Manticore Charge (Combat) 
  You bounce around in a blur of strikes and projectiles. 
  Prerequisites: Dex 13, Improved Unarmed Strike, 
  Manticore Tail, Manticore Style, Throw Anything, 
  Acrobatics 8 ranks, base attack bonus +9 or ninja or 
  monk level 7th. 
  Benefit: While using manticore style, you can take a full-
  round action to move up to your speed and make a full 
  attack. Your attacks can be a combination of ranged or 
  melee. These attacks can be made at any point during 
  your movement, but must be made with unarmed strikes, 
  or manticore weapons. 
    
  Mirror Style 
  Mirror Style – Throughout the San Empire, those of 
  Mnemonics Sects and of the Dan Tien Order train 
  students that wish to dedicate themselves to achieving 
  mastery of the lessons of water. They look to flow with 
  the motions of others and reflect or mimic those actions 
  back upon agitators. A passive aggressive style of martial 
  arts of the Water Sessions is taught by the teachers to 
  those who hail from all walks of life. While they may 
  never master the grand arts like a Mnemonic or Dan 
  Tien, they achieve a small semblance of it through Mirror 
  Style.     
    
  Mirror Style 
  This combat style trains you to mimic your foes’ 
  maneuvers, studying their movements to learn their 
  tricks and abilities. 
    
  Mirror Style (Combat, Style) 
  You forsake useless practice of repetitive motions and 
  instead learn how to seamlessly mimic the abilities of 
  those around you. 
  Prerequisites: Alertness, base attack bonus +1 or 1st-
  level mnemonic. 
  Benefit: When you assume this style, you must select a 
  single character within 30 feet you can see. If you do, you 
  gain all proficiencies possessed by the target. You also 
  gain a +2 dodge bonus to AC versus that character and a 
  +1 bonus on attack rolls made against that target. 
  However, you suffer a -1 penalty to AC against other 
  targets. 
    
  Mirror Stance (Combat) 
  You can mimic the combat artistry of another character. 
  Prerequisite: Mirror Style. 
  Benefit: When you use Mirror Style, you may designate 
  an additional target, and also gain the benefits of the 
  mirror style against that character. Additionally, if any of 
  your targets uses another style feat, you may benefit 
  from that style feat, as well as any feats they possess that 
  use that style feat as a prerequisite. 
    
  Mirror of Martial Perfection (Combat) 
  You can see your foes’ movements and learn to use their 
  abilities for a short time. 
  Prerequisites: Mirror Stance, Mirror Style, base attack 
  bonus +8. 
  Benefit: You may select an additional target when you 
  use Mirror Style (to a total of 3 targets at any one time). 
      Additionally, if your target has any of the following 
  feats, you may gain the benefits of one of those feats. 
  The feats you can gain in this way are: Cleave, Dodge, 
  Gorgon’s Fist, Great Cleave, Greater Disarm, Greater 
  Grapple, Greater Trip, Improved Disarm, Improved 
  Grapple, Improved Trip, Improved Unarmed Strike, 
  Improved Vital Strike, Lightning Stance, Mobility, Spring 
  Attack, Step Up, Vital Strike, Wind Stance, Whirlwind 
  Attack. 
   
   
  19 
  
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  “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
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  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game 
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  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
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  the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
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  6. Notice of License Copyright: You must update the COPYRIGHT 
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  12. Inability to Comply: If it is impossible for You to comply with any 
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  13. Termination: This License will terminate automatically if You fail 
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  14. Reformation: If any provision of this License is held to be 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 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 Arneson. 
       Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo 
  Publishing, Inc; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
       Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
       The Book of Experimental Might, © 2008, Monte J. Cook. All 
  rights reserved. 
       Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
       Pathfinder Roleplaying Game Pathfinder Unchained © 2015, 
  Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan 
  Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason 
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, 
  Robert Schwalb, Mark Seifter, and Russ Taylor. 
       Pathfinder Player Companion: Weapon Master’s Handbook © 
  2015, Paizo Inc.; Authors: Alexander Augunas and David N. Ross. 
       Pathfinder Player Companion: Magic Tactics Toolbox © 2016, 
  Paizo Inc.; Authors: Alexander Augunas, Steven T. Helt, Thurston 
  Hillman, and Ron Lundeen. 
       Fantastic Fighting Styles © 2014 Tricky Owlbear Publishing; 
  Authors; Wendall Roy 
       Abandoned Arts Presents: Feats of Style © 2012, Daron 
  Woodson; Author: Daron Woodson 
       Alliterative Amusements™: Scroll of Styles © 2014 Accessible 
  Games. Author: Jacob Wood 
       The Genius Guide To: Martial Archetypes. © 2010, Super Genius 
  Games. Author: Owen K.C. Stephens 
       Weekly Wonders: The Book of Ten Styles © 2016, Necromancers 
  of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
       Psionics Unleashed. © 2010, Dreamscarred Press. 
       Heroes of the Jade Oath. © 2011 Frank Car, All rights reserved, 
  Author: Frank Carr 
       Art of War: Youxia. © 2017, Amora Game, Authoer: Greg LaRose 
        
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Amora Games/Art of War Youxia.pdf