K20 Ki Characters

Characters who have harnessed the powers of their own inner strength, have mastered the mystical forces known as Ki. These characters are masters of the self and can act with unbelievable purpose when the time is right. They marvel at the chaos of others, watching, observing, and planning their moves with precision. Ki users tend to have orderly lives, and strict codes of conduct on how they act, not out of any sort of mechanical benefit, but as a reflection of the discipline required to maintain their focus. 

Ki users typically have a pool of Ki points at the start of each encounter that can be used to power their abilities. As the chaos of combat wears on, their discipline is tested, and their abilities are used this pool depletes. These classes will also have methods to increase this pool of Ki points based on their fighting style.

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Ki Classes

Heroic Ki

Ki users all start each morning with a pool of Ki equal to their Hit Die (EX: level 1 characters have 1 point; level 4 have 4). Every round they experience stress or unease, combat being a prime example, they lose one point at the end of the round. You can never go below 0 Ki, and any attempts to do so, simply fail. Ki expiration due to stress never reduces you below 0. With an hour of uninterrupted meditation, a user can reset their Ki pool to this starting value.



A Shugenja balances the four key elements that make up the foundations of living beings. In doing so, they can exercise control of these elements within their bodies, and in the world around them.

  • HP: 6 at first level, plus 1d6 at each level afterwards.
  • BAB: Poor
  • Saves: Good Fort and Will. Bad Reflex.
  • Level 1 – Ki Pool – Like all who focus Ki, you have a Ki Pool. Unlike others, you choose to allocate your Ki points between four pools. Fire, Water, Air, Earth. Whichever pool has the most points is considered dominant. Ki points can be generated by spending a swift action once per round touching one of these four elements (touching fire in this way does no damage). When touched, a Ki point of the associated element is added to the characters pool (Fire Ki, Water Ki, etc.). Most characters are generally touching the earth if they are on solid natural ground, or at least touching the air, so long as they are not submerged in water. When an element is dominant, it grants the following abilities.
    • Air – +5ft movement speed per Air Ki.
    • Earth – DR 1/- per Earth Ki.
    • Fire – Resist fire, equal to your Fire Ki.
    • Water – Water breathing.
  • In higher tiers of play, Ki from any pool can be spent powering their abilities.
  • When your Ki expires, you choose which pool it comes from.
  • Level 1 – Elemental Blast – You can channel your Ki and spend a point to make ranged touch attacks at a range of 100ft dealing 1d6 per HD. The element forms into a small ball and is flung through the air. This damage deals elemental damage according to the Ki spent (electric, acid, fire, cold // air, earth, fire, water). Each elemental ball also has the following additional abilities on a hit.
    • Air – Target is pushed back 5ft per 5 points of damage dealt. If the target cannot move due to walls, creatures, or other terrain, they are buffeted back, but do not take damage.
    • Earth – Target is entangled until the beginning of their turn.
    • Fire – Target catches fire. This follows normal rules for catching on fire.
    • Water – Target must make a balance check DC 15 or fall prone.
  • Level 2 Elemental Shaping – You can spend a Ki point to shape up to a 5ft cube touched of an associated element into a form of your choosing. You can spend multiple Ki to add additional 5ft cubes.
  • Level 3 – Elemental Movement – You can spend a Ki point to gain elemental movement forms as described below. These forms last for 5 Minutes, but only one can be active at a time.
    • Air – Flight, 30ft move speed. Poor maneuverability.
    • Earth – Earthglide, 30ft movement speed.
    • Fire – Lighter than air, you can walk across water or other liquids without falling in. Additionally, you take 1d6 falling damage per 100ft, to a max of 20d6.
    • Water – 30ft Swim speed.
  • Level 4 – Summon Element – You can summon a 5ft cube of an element by spending a Ki point as a standard action.
  • Level 5 – Void – As a free action, you can reallocate any of your Ki points between your pools however you prefer.



The ninja are Ki based stealth warriors known for their ability to strike first and end a fight before their opponents are even aware it had started. Many ninjas find a fair fight to be a lost fight, and will employ stealth, poison, illusion, and non-traditional methods of combat to gain an edge wherever possible.

  • HP: 9 at first level, plus 3+1d6 at each level afterwards.
  • BAB: Good
  • Saves: Good Fortitude and Reflex. Bad Will.
  • Level 1 – Mystique – So long as there are points in a ninjas Ki pool, they add their wisdom modifier to their initiative and attacks against flat footed opponents. Additionally, they are considered to have partial concealment.
  • Level 1 – Assassination – A ninja can add Ki points to their pool in three ways.
    • Every successful attack made by a ninja against a “worthwhile” target, that deals damage, grants 1 Ki Point. The GM should rule on the definition of worthwhile, but generally things like humanoid commoners, sleeping nobles, and enemy combatants are worthwhile, while things like a bag of drugged, unconscious rats are not. Many ninjas use multiple weapons and try to make many attack rolls each round to benefit from this trait.
    • When a ninja deals damage, they gain 1 Ki point per 10 damage dealt with the attack, rounded down. Many ninjas find this works nicely with their Vital Blow Power.
    • When a ninja confirms a critical hit, they gain a Ki Point.
  • Level 1 – Vital Blow – When a ninja confirms a hit on an attack roll, but before damage is dealt, they can choose to spend Ki points. For each Ki Point spent in this manner, they can gain +1d6 damage.
  • Level 2 – Ki Dodge – A ninja can spend a Ki point as an immediate action to add their wisdom modifier to their AC.
  • Level 3 – Invisible – A ninja can spend a Ki point as a swift action to go invisible until the beginning of their next turn.
  • Level 4 – Stunning Strike – A ninja can spend a Ki point to declare an attack a Stunning Strike. If it hits, the opponent must make a fort save DC 15+Wis Mod or be stunned for 1 round.
  • Level 5 – Ghost Step – A ninja can spend Ki points as a move action to teleport up to 30ft per point spent.



A Samurai is the honorable, and noble Ki warrior. They are experts in melee and ranged combat and excel on the field of battle.

  • HP: 11 at first level, plus 5+1d6 at each level afterwards.
  • BAB: Good
  • Saves: Good Fort and Will. Bad Reflex.
  • Level 1 – 1 v 100 – A Samurai gains a +1 Dodge bonus to their AC per Ki Point they have.
  • Level 1 – Battlefield Warrior – A Samurai typically gains most of his Ki points at the start of a battle. He gains a Ki point whenever a “Worthwhile opponent” rolls initiative against him within 500ft or enters within 500ft with intent to fight the samurai or his party. The GM should rule on the definition of worthwhile, but generally things as or more powerful than humanoid commoners are worthwhile, while things like an ally egging you on and backing off are not.
  • Level 1 – Defensive Stance – A samurai can spend a Ki point to force an enemy to reroll an attack after he has determined its results. This can be repeated until the samurai runs out of Ki or accepts the result.
  • Level 2 – Challenge of Honor – A samurai can spend a Ki point as a standard action to force an opponent to engage him in combat. The opponent must be within 500ft and must make a will save DC 15+Charisma mod or they must target the samurai with all attacks, spells, or offensive abilities until the end of the encounter, whether through death or surrender. This can only be done once per target per encounter, and if multiple mind affecting effects would cause similar affects, only the most recent applies.
  • Level 3 – Intimidating Gaze – A samurai can spend a Ki point as a full round action to execute a gaze attack against all enemies within 60ft. These enemies are shaken unless they can pass a DC 15+Cha mod saving throw.
  • Level 4 – Iajitsu Practice – A samurai is always considered to have a weapon drawn, for the purposes of combat. Even if the weapon is sheathed or stowed in their pack. So long as it is on their person in some manner, the samurai can use it as though it were drawn. This typically manifests as a lightning-fast un-sheathing, re-sheathing of the weapon.
  • Level 5 – Local Lord – A 5th level samurai is considered minor nobility, even if they do not have any land or political power. They automatically begin all encounters with NPCs who realize the samurai’s rank at friendly. This does not modify any existing relationship scores and does not mean the samurai cannot decrease his reputation through misdeeds.

Wu Jen


A Wu Jen defines her own world and follows a system of elaborate and often byzantine rules to ensure maximum benefit. Many fail to see the logic behind the process, but no one denies the effectiveness.

  • HP: 6 at first level, plus 1d6 at each level afterwards.
  • BAB: Poor
  • Saves: Good Reflex and Will. Bad Fortitude.
  • Level 1 – Balanced Life – The wu jen does not need to eat so long as they have a Ki point in their pool.
  • Level 1 – Horitsu – A wu jen must pick two of these pairings at each level through 5th to develop their personal Io. Feel free to create your own with your GM. Most can easily be inverted. Note* A wu jen cannot regain Ki through meditation as normal. They do still have their Ki expire as normal.
    • Being outside during a celestial event (eclipse, black moon, etc.) grant +10 Ki. Being outside in the rain removes 1 Ki.
      1. Invert for a celestial taking 10, and rain giving 1.
    • Drinking Alcohol removes 1 Ki. Drinking Milk adds 1 Ki per serving.
    • Dining while facing north adds 1 Ki. Dining while facing south removes 1 Ki.
    • Turning down food adds 1 Ki. Eating meat removes 1 Ki.
    • Failing to wear red costs 1 Ki until it is dawned. Wearing all red adds 1 Ki.
    • Bathing adds 1 Ki per hour. Shaving removes 1 Ki.
    • Following an animal to its burrow grants 1 Ki. Seeing a snake costs 1 Ki.
    • Formally greeting a stranger on the road grants 1 Ki. Lighting a fire in the dark costs 1 Ki.
    • Sleeping in a bed costs 5 Ki. Sleeping next to a pig grants 1.
    • Listening to music during the day costs 1 Ki. Crafting a flute grants 5ki.
    • Traveling with 4 or 9 companions costs 1 Ki per day. Traveling alone grants 1 Ki per day.
    • Throwing salt on the floor before entering a building grants 1 Ki. Climbing a tree costs 1 Ki.
    • Eating seafood grants 1 Ki per meal. Touching a live invertebrate costs 1 Ki.
    • Harvesting Fruit costs 1 Ki per fruit. Destroying a gourd grants 1 Ki per gourd.
    • Looking in a mirror costs 1 Ki. Tithing to the poor grants 1 Ki per 100gp.
    • Failing to kill an owl you see costs 5 Ki. Eating a lizard grants 1 Ki.
    • Purchasing clothing or armor costs 1 Ki per 100gp. Petting livestock grants 1 Ki.
    • Sitting at a chair costs 1 Ki. Entering a room backwards grants 1 Ki.
    • A specific hand gesture must be made at the sight of a flying bird, or 1 Ki is spent. Catching a fish grants 1 Ki.
    • Failing to bury the dead costs 1 Ki. Throwing coins into a well grants 1 Ki.
    • Touching something with wheels costs 1 Ki. Breaking a crafted wooden object grants 1 Ki.
  • Level 1 – Healing Touch – A wu jen can use their Ki to power the healing of others. With a touch, and a standard action, they can grant 1d6 hit points, or 2d6 temporary hit points to a creature per point of Ki spent.
  • Level 2 – Pain Touch – A wu jen can use their Ki to inflict wounds on others. With a melee touch attach, they can deal 1d8 damage to a creature per point of Ki spent.
  • Level 3 – Group Meditation – When a number of allies up to your intelligence mod partake in one of your horitsu with you, they all gain a bonus to their next saving throw, spot check, listen check, or initiative check equal to your intelligence modifier. You do not gain this bonus. This bonus does not expire until it is used, but you cannot give it out again until all parties have used the bonus. This does not require Ki, but you may regain it from following the practice.
  • Level 4 – Curative Blessing – with a standard action, a wu jen can touch a creature to grant them an additional saving throw against an ongoing poison, disease, or spell. Use of this ability requires 1 Ki.
  • Level 5 – Watchful Spirit – You gain the services of a watchful spirit. This spirit watches over you while you sleep, and passively keeps watch for you in general. It can make spot, listen, search, and sense motive checks with the same modifiers you would use. It can make these checks while you are sleeping, and if you are both awake it makes a check and lets you know what it thinks, if anything. It will also helpfully remind you of any horitsu you may be about to violate.

Prestige Ki

Ancestral Weapon

The ancestral weapon has discovered the powers laying deep within her family’s weapon and taken steps to unlock them.

  • HP: 8+1d6 at each level.
  • BAB: Good
  • Saves: Good Reflex and Will. Bad Fortitude.
  • Level 6 – Bonded Weapon – An ancestral weapon can bond with a weapon of significance from their past. In their hands, this weapon is considered to have a magic enhancement bonus equal to +1 per 4 hit die of the ancestral weapon.
  • Level 7 – Speak with Ancestors – Once per day, the bonded weapon can telepathically commune with its wielder for a 10-minute conversation per point of Ki invested. Treat the weapon as an Ally that knows its own history and that of the family in question. It also has a knowledge local modifier of +25 and knows random bits of other assorted knowledge it has picked up through the years. In general, it should be considered as having an int and wisdom stat of 18 and charisma of 10 and will convey general advice on tactics and suggestions to further its wielders goals.
  • Level 8 – Unlock Secret – With the expenditure of 10 carats worth of emeralds per level of a spell normally required, the bonded weapon can be enhanced as a magical weapon. This process takes one day.
  • Level 9 – Summon Spirits – You can summon the ghosts of your ancestors to the battlefield. As a full round action requiring 1 Ki, you can summon 1d4 ghosts who remain and fight loyally by your side for the next 30 minutes. At the end of the 30 minutes, you can expend a Ki point to retain their services for an additional 30 minutes, repeat as needed.
  • Level 10 – Unbreakable Bond – Your bonded weapon cannot be broken. Additionally, if separated, you can expend a Ki point to call it instantly to your hand, provided you are on the same plane.


A Kensai is the expert in a given weapon-based combat style. The Kensai can imbue his weapons with his Ki for great effect.

  • HP: 8+1d6 at each level.
  • BAB: Good
  • Saves: Good Reflex and Will. Bad Fortitude.
  • Level 6 – Burning Blade – A kensai can imbue their weapon with mystical energy, adding elemental damage to each attack. They add 1d6 elemental damage of their choice (Fire, Cold, Electric, Acid, Sonic) per point of Ki spent when activating this ability. The kensai can mix and match damage types when activating this ability, but they cannot be changed once chosen without reactivating it. It remains active for 15 minutes before needing to be reactivated. This ability is a standard action.
  • Level 7 – Legendary Smith – A kensai can craft magical weapons and armor by expending 10 carats of emerald per spell level required to create the items. This crafting takes 1 week.
  • Level 8 – Shatter – A kensai can spend a ki point to shatter an object with a single blow. In doing so, he makes a single attack roll bypassing hardness, and adds 3X HD to the damage roll.
  • Level 9 – Reforged – A kensai can spend a day reforming any broken metal item. If the item was magical, the reforming takes 1 day per spell level required to create it. The kensai needs no materials to do this work aside from a mundane forge.
  • Level 10 – Keen Blade – A kensai can expend a ki point to consider any attack that hits, an automatic critical hit.


A meditant is an expert in self-control and discipline capable of shutting out all distractions. They use this power to solely focus themselves and always ensure perfect Ki alignment. Note* because wu jen do not meditate, they rarely benefit from choosing this path.

  • HP: 3+1d6 at each level.
  • BAB: Poor
  • Saves: Good Reflex and Will. Bad Fortitude.
  • Level 6 – Quick Meditation – A meditant can meditate to recover their spent Ki with 6 minutes instead of 60.
  • Level 7 – Slow Burn – A meditant burns Ki much slower than others. As such, their post meditating Ki pool is 2X their hit die, instead of the normal amount equal to their HD.
  • Level 8 – Burning Aura – A meditant can expend a Ki point as a swift action to exude an aura of burning Ki, dealing 1d6 per hit die of untyped damage to any creature touching, or touched by the meditant. This aura requires one Ki per round and is a swift action to activate. The color of this aura is up to the meditant, but is generally always the same color, and visible.
  • Level 9 – Self Healing – A meditant restores themselves to full HP through meditation.
  • Level 10 – Commune – A meditant can meditate for a full hour. If done, in addition to the normal benefits of meditation for this class, they can commune with a deity of their choice. They can ask the deity a single question, which it is under no obligation to answer. Deities with similarly aligned interests generally will. Deities without them, generally will not or lie. The question will generally receive a short 5–10-word answer.


A Pyrokineticist has mastered the internal fire within and excels at bringing it out, and weaponizing it. Cryo, Acid, and Electro kineticists exist as well, but less commonly.

  • HP: 5+1d6 at each level.
  • BAB: Good
  • Saves: Good Reflex and Will. Bad Fortitude.
  • Level 6 – Manifest Flames – A pyrokineticist can create small bursts of flame from their hand the size of a campfire. These bursts can be focused with a Ki point to create flaming weapons and armor. Flaming weapons and armor follow the normal rules for weapons or armor of the given type, except all damage dealt is fire damage, and flaming armor grants fire immunity. Flaming arms and armor are also weightless. These objects last until dropped or put down.
  • Level 7 – Fire Balls – A pyrokineticist can shoot balls of fire from their hands as a ranged touch attack with a 300ft range. These fireballs deal 1d6/HD fire damage to the creature touched. If the pyrokineticist spends a Ki point, the fire balls then explode dealing 10d6 fire damage to everyone within 30ft. Reflex save for half DC 15+int/wis/cha modifier (chosen at level 7 and cannot be changed).
  • Level 8 – Bring Forth Flame – With a melee touch attack, the pyrokineticist can suck the heat from a creature. The creature needs to make a fort save DC 15+int/wis/cha modifier (chosen at level 8 and cannot be changed) or be slain outright. Creatures immune to cold are immune to this effect.
  • Level 9 – Torrent of Flames – A pyrokineticist can spend a standard action and a Ki point to shoot a wave of flames from their hands. This wave deals 10d8 fire damage to everyone in a 50ft cone. Reflex save for half DC 15+int/wis/cha modifier (chosen at level 9 and cannot be changed). This power can be sustained each round as a move action with the expenditure of another Ki point per round. New saving throws are required each round.
  • Level 10 – Phoenix – If a pyrokineticist is slain by fire damage, their own or someone else’s, their body is immolated into ash. 7 days later, they reform from the ashes as though they had rested fully without any negative conditions.


The sandshaper is an expert in the dust and grit of the earth. They can manipulate the fine particles of ash, dirt, sand, or gravel into lasting objects solely with the use of their mind.

  • HP: 5+1d6 at each level.
  • BAB: Poor
  • Saves: Good Reflex and Will. Bad Fortitude.
  • Level 6 –Sand Shaping – A sandshaper can substitute sand for any material components they would normally require for the purposes of crafting non-magical items. These materials break down after 1 hour unless a point of Ki is spent during their creation.
  • Level 7 – Sand Form – The sandshaper can dissolve into a cloud of dust as a swift action. While in dust form, the sandshaper is incorporeal, and gains a fly speed of 30ft perfect. This ability can be used as an immediate action, in response to being targeted by an attack, but costs 1 Ki to do so.
  • Level 8 – Sand Crafting – A sandshaper can craft any magic item except for potions or scrolls. Items with charges are always crafted at max charge and take 1 carat of emerald per spell level. Other items require 10 carats per level of the item. All crafting takes 1 week
  • Level 9 – Turn to Dust – With a melee touch attack, you can spend 1 Ki to turn an object touched to dust. You can affect 1 5ft cube per Ki invested. Attended magical objects get a saving throw against DC 15+Int/Wis/Cha mod (chosen at level 9 and cannot be changed).
  • Level 10 – Sand Servant – A Sandshaper can create a sand golem (see AA) without paying the normal material costs. This golem can be created as a standard action lasts for 1 round per hit die. It can become permanent if the creator spends 5 Ki and 1 carat of emerald during its creation.

Paragon Ki


An inevitable’s will does not falter. What they desire will come to pass. It may not be today, it may not be tomorrow, but it will happen.

  • HP: 5+1d6 at each level.
  • BAB: Poor
  • Saves: Good Fortitude and Will. Bad Reflex.
  • Level 11 – Inevitable – When the inevitable fails an attack roll, ability check, or skill check, they gain a +2 bonus to their next attempt. This bonus is cumulative and expires once they are successful.
  • Level 12 – Unerring Accuracy – An inevitable is never lost and can always sense the direction (in a straight line) to a well-known or visualized object or creature.
  • Level 13 – Unyielding Focus – When an inevitable run out of Ki, they can immediately replenish their supply as though they meditated.
  • Level 14 – Bring Order – An inevitable can convert raw chaos into solid law with 8 hours of effort.
  • Level 15 – Sap Will – An inevitable’s unyielding nature can be draining on others. By spending a Ki, and making a melee touch attack, the inevitable can deal 1d6 damage to all of a target’s stats. Rolled individually.

Living Weapon

A living weapon needs nothing to devastate an army. They are the mightiest weapon around. Unbreakable, and unyielding, they are the ultimate warrior.

  • HP: 10+1d6 at each level.
  • BAB: Good
  • Saves: Good Reflex and Fortitude. Bad Will.
  • Level 11 – Living Weapon – The living weapon is just that, a living weapon. They can treat their unarmed attacks as though they were any melee weapon they desire, including damage dice, critical threat ranges, reach, or other unique properties of these weapons. Many choose to emulate siege equipment to great effect.
  • Level 12 – Iron Body – You can spend a Ki to change any lethal damage from an attack (not a spell or ability) into nonlethal damage. You must be conscious to use this ability.
  • Level 13 – Fast as Lightning – A living weapon can spend a ki point, and a full round action to make a single melee attack against every opponent within 500ft and line of effect. The weapon is assumed to literally move, and make the attack, so they often choose to exclude creatures surrounded by flames (for example).
  • Level 14 – Master of Defense – A living weapon is a master of defense and can spend a Ki point to force an opponent to to treat the result of an attack as a 1.
  • Level 15 – Adaptive Weaponry – The living weapon can choose to alter the material of their unarmed attacks. They can choose to make their strikes lawful aligned, good, silver, adamantine, or whatever other traits are required to bypass a creature’s DR or regeneration. Note that this does still require the weapon to know what to choose to be effective.


A sensei trains others in the use of Ki and its benefits. They can pass on their abilities to their school, train the next generation of warriors.

  • HP: 8+1d6 at each level.
  • BAB: Good
  • Saves: Good Reflex and Will. Bad Fortitude.
  • Level 11 – First Lesson – The sensei can give out Ki from their Ki pool to students who spend a week in practice. Students can then mimic the passive benefits granted for having Ki granted by the sensei’s level 1 ability. The sensei cannot give out more Ki than their pool limit and doing so reduces their limit by one per for a period of a month, after which the sensei regains theirs, and the student can keep theirs as well. If the sensei has multiple passive boosts available, they must pick one each time they use this ability. A student cannot gain multiple Ki through this method but must take actual class levels if they wish to unlock more powers.
  • Level 12 – School – When using their first lesson ability, a sensei can give a single Ki point to an entire “class” of up to their charisma score in students. Each of these students must train for a week, and gains 1 Ki, but the sensei only loses 1 Ki.
  • Level 13 – Second Lesson – Students with the sensei’s Ki can spend this Ki to reroll any failed attack, ability check, or skill check. These students can regain their Ki with an hour of meditation.
  • Level 14 – Final Strike – By spending 1 Ki, the sensei can make a melee attack requiring a fortitude save DC 10+Hit Die+ Charisma or be slain outright. The sensei can choose instead to render their target unconscious.
  • Level 15 – Rapid Training – A sensei can train a class in the use of Ki in a single 8-hour session, instead of the full week it normally takes.

Epic Ki

Ancient One

Ancient One is the mystical title granted to those few Ki experts who have lived longer and learned more than almost anything else in existence.

  • HP: 15 at each level.
  • BAB: Poor
  • Saves: Good Fortitude and Will. Bad Reflex.
  • Level 16 – Ancient Knowledge – The ancient one gains a bonus to all knowledge checks equal to their class level.
  • Level 17 – Timeless – The ancient one no longer takes penalties for aging. Bonuses accrue as normal. When the ancient one would die of old age, they can spend a Soul to instead reset their age to adult, retaining the bonuses accrued.
  • Level 18 – Deep Meditation – While mediating, the ancient one can commune with the universe. They can gain 5–10-word answers to any questions asked with complete accuracy, although often cloaked in symbolism. “How do I find the Death Ruby” may be met with “seek out the painted horse” and left for the ancient one to divine.
  • Level 19 – Astral Projection – At the cost of 1 Ki per hour, the ancient one can leave their body and travel the world with a fly speed of 100ft perfect. They cannot interact with the world beyond speaking with, looking at, and listening to it. While projecting, they can pass through any object except for objects made of magical force. While projecting, their physical body is immobile and considered helpless.
  • Level 20 – Perfect Renewal – So long as the ancient one has a Ki available when they die, they can immediately reincarnate into a teenage body just as it enters adulthood. They retain their mental stats, class levels, and abilities but take the new physical stats and traits of their new form. The GM should build a potential reincarnation list out of sentient humanoid origins for the setting (or sentient construct origins for a construct, etc.). The player should be allowed to remove 5% of the origins, and then roll randomly 3 times. The player chooses one of the 3 randomly rolled origins for the reincarnation.

Perfect Self

A Perfect Self is the ultimate expression of self-mastery. They look and act exactly as they wish.

  • HP: 15 at each level.
  • BAB: Good
  • Saves: All Good.
  • Level 16 – Ageless – The perfect self-ceases to age immediately. They no longer gain any benefits or penalties from it, and do not die of old age. They also no longer need to eat, breathe, or sleep, and gain immunity to exhaustion and fatigue.
  • Level 17 – Perfection – The perfect self immediately raises all their stats to a 20. If a given stat is at 20 or greater, this has no effect.
  • Level 18 – Mental Control – The perfect self-gains immunity to confusion, compulsion, charms, and any ability that alters their mental state in a similar way.
  • Level 19 – Unrelenting – The perfect self can spend a Ki point to end any ongoing effect that would normally require a saving throw.
  • Level 20 – Perfect Soul – Your soul can never be possessed by a party you do not allow, and you can change that permission at any time, even after death. Additionally, you become immune to death effects.

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