Quellian-dyrae
2007-03-31, 08:45 PM
When I started this class I was mainly aiming to take monks, remove the annoying lawful requirement, add a full base attack bonus, and dock the supernatural abilities. Maybe add one or two more fighting abilities. Then I remembered the combo system I put into the RPG I've been working on and tried adapting it here. I'm still somewhat unsure of balance issues. Comments and ideas would be most welcome.
Initiate
Initiates seek to master the arts of Ki energy and unarmed combat, much like a monk, but rather than seeking harmony of the mind, body, and spirit, they are primarily concerned only with skill at arms and clarity of thought. Their meditative practices serve to enhance their senses, and their martial training grants them tremendous speed and amazingly fast reflexes. In battle, they rely on lightning-fast combination attacks followed up with Ki-empowered finishing strikes to neutralize the opposition.
Initiates typically train under ex-monks or study the ways of meditation and martial arts themselves. They don’t follow a monk’s ascetic path, and some of them aren’t even very disciplined. Indeed, although most initiates gather their focus through meditation, it is possible to achieve clarity through activity as well. All that is strictly required is clear concentration on the task at hand. As a result, initiates are not restricted to the lawful alignments, and even chaotic initiates are possible.
Initiates typically adventure to gain more understanding of their abilities and to perfect their fighting skills. Good-aligned initiates use their combat training to defend others, while evil initiates ruthlessly slay all who oppose their goals. In an adventuring party, initiates tend to be skirmishers. Since their strongest abilities require that they focus on a single opponent, initiates tend to attack individual skilled foes, rather than tanking in a front-lines position. They use their superior speed to move quickly from opponent to opponent. This tactic also helps ensure that if they fail to utilize one of their combo attacks, the resulting disruption does not leave them vulnerable when they are already outnumbered.
Depending on which arts they have learned, initiates might also fill other roles in the group. A multiclassed rogue/initiate skilled in the hypercognition tree of meditative arts is about the best you can get when it comes to detecting traps and secrets, while initiates who learn the evasion and mettle abilities often focus their efforts on neutralizing enemy spellcasters.
Humans tend to be the most common initiates, but they are far from the only ones. Elves and dwarves have been known to pursue the class to master the arts of hypercognition. Halflings and gnomes, benefiting from the extra accuracy of the small size, are highly adept at successfully inflicting combo attacks.
HD: d8.
SP: 4.
Skills: Balance, Climb, Concentration, Craft, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Perform, Profession, Ride, Search, Spot, Swim, Tumble.
Proficiencies: Simple weapons, no armor, no shields.
Initiate
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Finishers (3), Meditative Art
2nd|
+2|
+0|
+3|
+3|
3rd|
+3|
+1|
+3|
+3|Finisher
4th|
+4|
+1|
+4|
+4|Meditative Art
5th|
+5|
+1|
+4|
+4|Improved Meditation
6th|
+6|
+2|
+5|
+5|Finisher
7th|
+7|
+2|
+5|
+5|
8th|
+8|
+2|
+6|
+6|Meditative Art
9th|
+9|
+3|
+6|
+6|Finisher
10th|
+10|
+3|
+7|
+7|Double Finisher
11th|
+11|
+3|
+7|
+7|
12th|
+12|
+4|
+8|
+8|Finisher, Meditative Art
13th|
+13|
+4|
+8|
+8|
14th|
+14|
+4|
+9|
+9|
15th|
+15|
+5|
+9|
+9|Finisher
16th|
+16|
+5|
+10|
+10|Meditative Art
17th|
+17|
+5|
+10|
+10|
18th|
+18|
+6|
+11|
+11|Finisher
19th|
+19|
+6|
+11|
+11|
20th|
+20|
+6|
+12|
+12|Meditative Art, Triple Finisher[/table]
Martial Arts (Ex): The initiate has the unarmed strike, unarmored AC bonus, and unarmored speed bonus of a monk of equal level. Like a monk it takes no damage penalty when attacking with its off hand or other limbs (however, the initiate cannot make a flurry of blows like a monk can).
Finisher (Ex): Whenever the initiate makes a full attack action while unarmed, it may declare a combo attack. If it chooses to execute a combo attack, it must dedicate its entire full attack action to attacking a single opponent; it cannot divide its attacks among multiple foes. When executing a combo attack, the initiate has a chance to receive an additional attack. This attack is referred to as a finisher, and is made at the end of the initiate’s attack routine. It is made at the initiate’s full attack bonus.
Initiates are able to channel their Ki energy into powerful finishing attacks. A 1st level initiate learns three finishers, and it gains a new one at every third level. Whenever the initiate executes a combo attack, it must choose one of its finishers to utilize. Each finisher has a required number of previous hits to activate. The initiate must hit its target that many times during its full attack in order to execute its finisher (some finishers have stronger effects if you score more hits). If it fails to hit that many times, it does not get to make its finisher attack. The initiate must choose its finisher before rolling any attacks. The number of hits required is given in parenthesis by the finisher’s name. Some finishers require a minimum number of initiate levels to obtain.
Initiates are not limited in the number of times per day that they may use their finishers. However, the failure of a combination attack can disrupt the flow of an initiate’s Ki energy. When the initiate begins its combination attack, it gathers the requisite Ki energy, and by scoring successful hits upon its opponent, opens the path for the final blow to channel the full force of the energy into the foe. If the initiate fails to score the required number of hits, however, or if it misses on the finishing attack, the flow of its Ki is disrupted, leaving the initiate weakened and vulnerable. In either of these circumstances, the initiate sustains one point of nonlethal damage, plus one additional point per two character levels, for each required hit for the combo. For example, a 15th level initiate who fails a slaying strike combo (5 hits required) would sustain 40 points of nonlethal damage if the combo failed. An initiate who is immune to nonlethal damage sustains lethal damage instead.
A successful finishing attack that is resisted due to a saving throw does not trigger this disruption; the Ki was successfully unleashed, but the foe resisted its effects.
Any saving throws that are required as part of the finisher have a DC of 10 + ½ the initiate’s level + the initiate’s Wisdom modifier.
Burning Strike (1): The initiate’s finishing strike unleashes a blast of superheated Ki energy into the enemy. The finisher deals an additional 1d6 points of fire damage per previous hit scored.
Crippling Strike (2): The initiate’s finishing strike deals crippling damage. The opponent must roll a Fortitude save or sustain one point of ability damage to a chosen ability score per two previous hits. Minimum Level: 3rd.
Critical Strike (3): The initiator’s finishing strike automatically scores a double damage (regardless of the initiate's normal crit multiplier) critical hit (assuming it hits in the first place). Minimum Level: 6th.
Destroying Strike (6): The most devastating of an initiate’s finishers. An opponent hit by a destroying strike must make a Fortitude save or explode violently in a blast of Ki energy, preventing forms of raising that requires an in-tact body (there is enough left for a resurrection spell, however). Minimum level: 18th.
Depriving Strike (2): The initiate’s attack temporarily debilitates the foe. The target must make a Fortitude save or be blinded, deafened, or struck muse (initiate’s choice) for one minute per initiate level. Minimum Level: 3rd.
Empowered Strike (1): The initiate channels its Ki energy into additional power, dealing +2 damage per previous hit.
Escalating Strike (1): The initiate attacks when its foe is most vulnerable; it receives a +1 bonus on its finishing attack roll per previous hit.
Explosive Strike (3): The final blow sends a shockwave of Ki energy out in a radius. All enemies within 5’ per three previous hits sustain the effects of the final blow (damage and any additional effects that may apply). A successful Reflex save avoids this effect. This Reflex save gets a +1 bonus for each point that the target’s AC exceeds that of the original target of the combo, or sustains a -1 penalty per point that the original target’s AC exceeds its own. The target of the finishing strike does not sustain a doubled effect. Minimum Level: 3rd.
Hampering Strike (1): The final blow debilitates the target. The target must make a Fortitude save or be sickened or shaken (initiate’s choice) for one minute.
Incapacitating Strike (4): This finisher incapacitates the target. The target is rendered unconscious or paralyzed (initiate’s choice) for one hour per class level if it fails a Fortitude save. Minimum Level: 12th.
Knockdown Strike (1): The initiate knocks its foe to the ground with a heavy blow. The target must make a Reflex save or fall prone.
Launching Strike (1): The initiate sends its opponent flying. The opponent must make a Reflex save or be launched five feet per previous hit.
Locking Strike (1): The initiate finishes its combo with a swift grapple attempt. The initiate gains the benefits of the improved grab special ability for purposes of its finisher.
Moving Strike (2): The initiate uses the momentum of its final attack to spring away. The initiate may move up to five feet per previous hit above the first. The initiate does not provoke attacks of opportunity for this movement and ignores difficult terrain (since it is jumping over it). Minimum Level: 3rd.
Shattering Strike (1): The initiate finishes its combo with a blow for the opponent’s weapon or other item. The initiate’s finisher is a sunder attempt that does not provoke an attack of opportunity. The initiate ignores two points of hardness per previous hit.
Slaying Strike (5): The initiate’s finishing attack is lethal. The opponent must make a Fortitude save or die. Minimum Level: 15th.
Subduing Strike (3): The initiate’s finishing attack subdues the opponent for a short time. The target must make a Fortitude save or be either stunned or nauseated (initiate’s choice) for one round. Minimum Level: 6th.
Threatening Strike (2): The initiate’s finishing attack automatically threatens a X2 critical hit (regardless of the initiate's normal critical multiplier). Minimum Level: 3rd.
Meditative Arts (Ex): As the initiate progresses, it delves deeper into the arts of meditation, heightening its senses, reflexes, and mental strength. At every level evenly divisible by four, the initiate can learn one of the following abilities:
Evasion: Minimum Level: 4th. Prerequisites: Tumble 5 ranks.
Improved Evasion: Minimum Level: 12th. Prerequisites: Evasion, Tumble 10 ranks.
Mettle: Minimum Level: 4th. Prerequisites: Concentration 5 ranks.
Uncanny Dodge: Minimum Level: 4th. Prerequisites: Spot 5 ranks, Listen 5 ranks.
Improved Uncanny Dodge: Minimum Level: 8th. Prerequisites: Uncanny Dodge, Spot 10 ranks, Listen 10 ranks.
Trap Sense: +1 per meditative art known. Minimum Level: 4th. Prerequisites: Search 5 ranks.
Hypercognition: The initiate possesses an instinctive awareness of what is occurring within a radius of 5’ per point of its Concentration check modifier. Within this radius, it takes no penalty on Spot or Listen checks for distance (outside this range it still takes the full penalty; if its hypercognition range is 50’ it would take the normal -7 on checks against something 70’ away, for example, not a reduced total of -2). As a full round action, it may make a Search check that covers the entire area. It does not suffer any penalties on Spot checks based on its facing. Any ability that activates when passing within a certain distance of something (such as a dwarf’s stonecunning or an elf’s ability to detect secret doors) uses its hypercognition range rather than its normal range. Finally, it takes no penalty on Listen checks while sleeping, and any apparent threat or disturbance immediately awakens it. Minimum Level: 8th. Prerequisites: Concentration 10 ranks.
Improved Hypercognition: Grants low-light vision, as well as scent, darkvision, tremorsense, and hearing-based blindsense out to the initiate’s hypercognition range. Minimum Level: 12th. Prerequisites: Hypercognition, Concentration 15 ranks.
Greater Hypercognition: Grants blindsight (not hearing based) out to the initiate’s hypercognition range. Minimum Level: 16th. Prerequisites: Hypercognition, Improved Hypercognition, Concentration 19 ranks.
Weapons Katas: The initiate can use weapons as efficiently as unarmed strikes. All abilities normally gained while unarmed can be used through weapons (a multiclass spellcasting initiate can also channel touch spells through its weapon). The initiate’s base weapon damage is equal to its unarmed damage or its weapon damage, whichever is better. Minimum Level: 4th.
Feat: The initiate’s improved awareness of its capabilities grants it a bonus feat. Minimum Level: 4th. Prerequisites: By feat.
Finisher: The initiate’s increased knowledge of its Ki energy grants it an additional finisher. Minimum Level: 4th. Prerequisites: None.
Improved Meditation (Ex): Starting at 5th level, an initiate becomes more skilled at the meditative arts. From that point on, it can purchase additional meditative art abilities as feats. It must meet the prerequisites for the meditative art chosen. Feats that must be drawn from a specific list cannot be spent on meditative arts in this manner.
Double Finisher (Ex): Starting at 10th level, the initiate can apply two finishers to one finishing attack. However, it must score the sum total of all required previous hits to activate the finishers. If it fails to do so, it loses the finishing attack and all attempted finishers, and takes damage according to the total of the required hits. If any or all of the finishers used require saving throws, roll a single d20 for the entire combo (though depending on the type of save required, this may result in a different total roll for different finishers).
Triple Finisher (Ex): Starting at 20th level, the initiate can apply three finishers to one finishing attack. However, it must score the sum total of all required previous hits to activate the finishers. If it fails to do so, it loses the finishing attack and all attempted finishers, and takes damage according to the total of the required hits. If any or all of the finishers used require saving throws, roll a single d20 for the entire combo (though depending on the type of save required, this may result in a different total roll for different finishers).
Initiate
Initiates seek to master the arts of Ki energy and unarmed combat, much like a monk, but rather than seeking harmony of the mind, body, and spirit, they are primarily concerned only with skill at arms and clarity of thought. Their meditative practices serve to enhance their senses, and their martial training grants them tremendous speed and amazingly fast reflexes. In battle, they rely on lightning-fast combination attacks followed up with Ki-empowered finishing strikes to neutralize the opposition.
Initiates typically train under ex-monks or study the ways of meditation and martial arts themselves. They don’t follow a monk’s ascetic path, and some of them aren’t even very disciplined. Indeed, although most initiates gather their focus through meditation, it is possible to achieve clarity through activity as well. All that is strictly required is clear concentration on the task at hand. As a result, initiates are not restricted to the lawful alignments, and even chaotic initiates are possible.
Initiates typically adventure to gain more understanding of their abilities and to perfect their fighting skills. Good-aligned initiates use their combat training to defend others, while evil initiates ruthlessly slay all who oppose their goals. In an adventuring party, initiates tend to be skirmishers. Since their strongest abilities require that they focus on a single opponent, initiates tend to attack individual skilled foes, rather than tanking in a front-lines position. They use their superior speed to move quickly from opponent to opponent. This tactic also helps ensure that if they fail to utilize one of their combo attacks, the resulting disruption does not leave them vulnerable when they are already outnumbered.
Depending on which arts they have learned, initiates might also fill other roles in the group. A multiclassed rogue/initiate skilled in the hypercognition tree of meditative arts is about the best you can get when it comes to detecting traps and secrets, while initiates who learn the evasion and mettle abilities often focus their efforts on neutralizing enemy spellcasters.
Humans tend to be the most common initiates, but they are far from the only ones. Elves and dwarves have been known to pursue the class to master the arts of hypercognition. Halflings and gnomes, benefiting from the extra accuracy of the small size, are highly adept at successfully inflicting combo attacks.
HD: d8.
SP: 4.
Skills: Balance, Climb, Concentration, Craft, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Perform, Profession, Ride, Search, Spot, Swim, Tumble.
Proficiencies: Simple weapons, no armor, no shields.
Initiate
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Finishers (3), Meditative Art
2nd|
+2|
+0|
+3|
+3|
3rd|
+3|
+1|
+3|
+3|Finisher
4th|
+4|
+1|
+4|
+4|Meditative Art
5th|
+5|
+1|
+4|
+4|Improved Meditation
6th|
+6|
+2|
+5|
+5|Finisher
7th|
+7|
+2|
+5|
+5|
8th|
+8|
+2|
+6|
+6|Meditative Art
9th|
+9|
+3|
+6|
+6|Finisher
10th|
+10|
+3|
+7|
+7|Double Finisher
11th|
+11|
+3|
+7|
+7|
12th|
+12|
+4|
+8|
+8|Finisher, Meditative Art
13th|
+13|
+4|
+8|
+8|
14th|
+14|
+4|
+9|
+9|
15th|
+15|
+5|
+9|
+9|Finisher
16th|
+16|
+5|
+10|
+10|Meditative Art
17th|
+17|
+5|
+10|
+10|
18th|
+18|
+6|
+11|
+11|Finisher
19th|
+19|
+6|
+11|
+11|
20th|
+20|
+6|
+12|
+12|Meditative Art, Triple Finisher[/table]
Martial Arts (Ex): The initiate has the unarmed strike, unarmored AC bonus, and unarmored speed bonus of a monk of equal level. Like a monk it takes no damage penalty when attacking with its off hand or other limbs (however, the initiate cannot make a flurry of blows like a monk can).
Finisher (Ex): Whenever the initiate makes a full attack action while unarmed, it may declare a combo attack. If it chooses to execute a combo attack, it must dedicate its entire full attack action to attacking a single opponent; it cannot divide its attacks among multiple foes. When executing a combo attack, the initiate has a chance to receive an additional attack. This attack is referred to as a finisher, and is made at the end of the initiate’s attack routine. It is made at the initiate’s full attack bonus.
Initiates are able to channel their Ki energy into powerful finishing attacks. A 1st level initiate learns three finishers, and it gains a new one at every third level. Whenever the initiate executes a combo attack, it must choose one of its finishers to utilize. Each finisher has a required number of previous hits to activate. The initiate must hit its target that many times during its full attack in order to execute its finisher (some finishers have stronger effects if you score more hits). If it fails to hit that many times, it does not get to make its finisher attack. The initiate must choose its finisher before rolling any attacks. The number of hits required is given in parenthesis by the finisher’s name. Some finishers require a minimum number of initiate levels to obtain.
Initiates are not limited in the number of times per day that they may use their finishers. However, the failure of a combination attack can disrupt the flow of an initiate’s Ki energy. When the initiate begins its combination attack, it gathers the requisite Ki energy, and by scoring successful hits upon its opponent, opens the path for the final blow to channel the full force of the energy into the foe. If the initiate fails to score the required number of hits, however, or if it misses on the finishing attack, the flow of its Ki is disrupted, leaving the initiate weakened and vulnerable. In either of these circumstances, the initiate sustains one point of nonlethal damage, plus one additional point per two character levels, for each required hit for the combo. For example, a 15th level initiate who fails a slaying strike combo (5 hits required) would sustain 40 points of nonlethal damage if the combo failed. An initiate who is immune to nonlethal damage sustains lethal damage instead.
A successful finishing attack that is resisted due to a saving throw does not trigger this disruption; the Ki was successfully unleashed, but the foe resisted its effects.
Any saving throws that are required as part of the finisher have a DC of 10 + ½ the initiate’s level + the initiate’s Wisdom modifier.
Burning Strike (1): The initiate’s finishing strike unleashes a blast of superheated Ki energy into the enemy. The finisher deals an additional 1d6 points of fire damage per previous hit scored.
Crippling Strike (2): The initiate’s finishing strike deals crippling damage. The opponent must roll a Fortitude save or sustain one point of ability damage to a chosen ability score per two previous hits. Minimum Level: 3rd.
Critical Strike (3): The initiator’s finishing strike automatically scores a double damage (regardless of the initiate's normal crit multiplier) critical hit (assuming it hits in the first place). Minimum Level: 6th.
Destroying Strike (6): The most devastating of an initiate’s finishers. An opponent hit by a destroying strike must make a Fortitude save or explode violently in a blast of Ki energy, preventing forms of raising that requires an in-tact body (there is enough left for a resurrection spell, however). Minimum level: 18th.
Depriving Strike (2): The initiate’s attack temporarily debilitates the foe. The target must make a Fortitude save or be blinded, deafened, or struck muse (initiate’s choice) for one minute per initiate level. Minimum Level: 3rd.
Empowered Strike (1): The initiate channels its Ki energy into additional power, dealing +2 damage per previous hit.
Escalating Strike (1): The initiate attacks when its foe is most vulnerable; it receives a +1 bonus on its finishing attack roll per previous hit.
Explosive Strike (3): The final blow sends a shockwave of Ki energy out in a radius. All enemies within 5’ per three previous hits sustain the effects of the final blow (damage and any additional effects that may apply). A successful Reflex save avoids this effect. This Reflex save gets a +1 bonus for each point that the target’s AC exceeds that of the original target of the combo, or sustains a -1 penalty per point that the original target’s AC exceeds its own. The target of the finishing strike does not sustain a doubled effect. Minimum Level: 3rd.
Hampering Strike (1): The final blow debilitates the target. The target must make a Fortitude save or be sickened or shaken (initiate’s choice) for one minute.
Incapacitating Strike (4): This finisher incapacitates the target. The target is rendered unconscious or paralyzed (initiate’s choice) for one hour per class level if it fails a Fortitude save. Minimum Level: 12th.
Knockdown Strike (1): The initiate knocks its foe to the ground with a heavy blow. The target must make a Reflex save or fall prone.
Launching Strike (1): The initiate sends its opponent flying. The opponent must make a Reflex save or be launched five feet per previous hit.
Locking Strike (1): The initiate finishes its combo with a swift grapple attempt. The initiate gains the benefits of the improved grab special ability for purposes of its finisher.
Moving Strike (2): The initiate uses the momentum of its final attack to spring away. The initiate may move up to five feet per previous hit above the first. The initiate does not provoke attacks of opportunity for this movement and ignores difficult terrain (since it is jumping over it). Minimum Level: 3rd.
Shattering Strike (1): The initiate finishes its combo with a blow for the opponent’s weapon or other item. The initiate’s finisher is a sunder attempt that does not provoke an attack of opportunity. The initiate ignores two points of hardness per previous hit.
Slaying Strike (5): The initiate’s finishing attack is lethal. The opponent must make a Fortitude save or die. Minimum Level: 15th.
Subduing Strike (3): The initiate’s finishing attack subdues the opponent for a short time. The target must make a Fortitude save or be either stunned or nauseated (initiate’s choice) for one round. Minimum Level: 6th.
Threatening Strike (2): The initiate’s finishing attack automatically threatens a X2 critical hit (regardless of the initiate's normal critical multiplier). Minimum Level: 3rd.
Meditative Arts (Ex): As the initiate progresses, it delves deeper into the arts of meditation, heightening its senses, reflexes, and mental strength. At every level evenly divisible by four, the initiate can learn one of the following abilities:
Evasion: Minimum Level: 4th. Prerequisites: Tumble 5 ranks.
Improved Evasion: Minimum Level: 12th. Prerequisites: Evasion, Tumble 10 ranks.
Mettle: Minimum Level: 4th. Prerequisites: Concentration 5 ranks.
Uncanny Dodge: Minimum Level: 4th. Prerequisites: Spot 5 ranks, Listen 5 ranks.
Improved Uncanny Dodge: Minimum Level: 8th. Prerequisites: Uncanny Dodge, Spot 10 ranks, Listen 10 ranks.
Trap Sense: +1 per meditative art known. Minimum Level: 4th. Prerequisites: Search 5 ranks.
Hypercognition: The initiate possesses an instinctive awareness of what is occurring within a radius of 5’ per point of its Concentration check modifier. Within this radius, it takes no penalty on Spot or Listen checks for distance (outside this range it still takes the full penalty; if its hypercognition range is 50’ it would take the normal -7 on checks against something 70’ away, for example, not a reduced total of -2). As a full round action, it may make a Search check that covers the entire area. It does not suffer any penalties on Spot checks based on its facing. Any ability that activates when passing within a certain distance of something (such as a dwarf’s stonecunning or an elf’s ability to detect secret doors) uses its hypercognition range rather than its normal range. Finally, it takes no penalty on Listen checks while sleeping, and any apparent threat or disturbance immediately awakens it. Minimum Level: 8th. Prerequisites: Concentration 10 ranks.
Improved Hypercognition: Grants low-light vision, as well as scent, darkvision, tremorsense, and hearing-based blindsense out to the initiate’s hypercognition range. Minimum Level: 12th. Prerequisites: Hypercognition, Concentration 15 ranks.
Greater Hypercognition: Grants blindsight (not hearing based) out to the initiate’s hypercognition range. Minimum Level: 16th. Prerequisites: Hypercognition, Improved Hypercognition, Concentration 19 ranks.
Weapons Katas: The initiate can use weapons as efficiently as unarmed strikes. All abilities normally gained while unarmed can be used through weapons (a multiclass spellcasting initiate can also channel touch spells through its weapon). The initiate’s base weapon damage is equal to its unarmed damage or its weapon damage, whichever is better. Minimum Level: 4th.
Feat: The initiate’s improved awareness of its capabilities grants it a bonus feat. Minimum Level: 4th. Prerequisites: By feat.
Finisher: The initiate’s increased knowledge of its Ki energy grants it an additional finisher. Minimum Level: 4th. Prerequisites: None.
Improved Meditation (Ex): Starting at 5th level, an initiate becomes more skilled at the meditative arts. From that point on, it can purchase additional meditative art abilities as feats. It must meet the prerequisites for the meditative art chosen. Feats that must be drawn from a specific list cannot be spent on meditative arts in this manner.
Double Finisher (Ex): Starting at 10th level, the initiate can apply two finishers to one finishing attack. However, it must score the sum total of all required previous hits to activate the finishers. If it fails to do so, it loses the finishing attack and all attempted finishers, and takes damage according to the total of the required hits. If any or all of the finishers used require saving throws, roll a single d20 for the entire combo (though depending on the type of save required, this may result in a different total roll for different finishers).
Triple Finisher (Ex): Starting at 20th level, the initiate can apply three finishers to one finishing attack. However, it must score the sum total of all required previous hits to activate the finishers. If it fails to do so, it loses the finishing attack and all attempted finishers, and takes damage according to the total of the required hits. If any or all of the finishers used require saving throws, roll a single d20 for the entire combo (though depending on the type of save required, this may result in a different total roll for different finishers).