Reiatsu Feats

Reiatsu Feats improve and change the way you use your spiritual pressure, or reiatsu. They are all supernatural abilities. All feats below have the [Reiatsu] and [Soul] tag.

Advanced Reiatsu Healing
Prerequisites: Reiatsu Healing, Heal 9 ranks

Benefits: Add +4 to your Spellscore (And thus a +2 to your Spellscore Modifier) for the purposes of Reiatsu Healing.

Special: This feat may be taken multiple times, it's effects stack.

Advanced Reiatsu Burst
Prerequisites: Reiatsu Burst, 300+ Reiatsu

Benefit: You may now pick and choose who is effected within the aura of your Reiatsu Burst.

Double Reiatsu Aura
Prerequisite: Any two Reiatsu Aura feats

Benefit: You may have two Reiatsu Auras active at once.

Normal: You may only have one reiatsu aura active at once.

Elemental Reiatsu
Prerequisites: 300 Reiatsu, Reiatsu Burst

Benefit: Your Reiatsu aura manifests in bursts of elemental energy, this could be an aura of cold or one of heat. The type of Element is chosen when this feat is picked up. An aura of frigid cold causes the victims of your soul crust to feel the frosty chill of your soul upon their very body, should you win a Soul crush roll by 5 or more the target is also staggered for 1 turn, plus 1 turn by every additional 5 you beat their check with. If the Aura manifests as a burst of heat, victims of your soul crush is scorched and their skin reddens as they come into contact with your Reiatsu. They take a number of fire damage equal to 1d4, plus another 1d4 for every 5 you beat their roll with.

Frightful Presence
Prerequisites: Charisma 15+, Intimidate 6 ranks.

Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw. An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action. A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.

Increased Inner Strength
Prerequisites: Inner Strength

Benefit: You gain 3 more Inner Strength uses per day. You can take this feat multiple times.

Inner Strength
Prerequisites: Character of 7th level.

Benefit: You may concentrate your Reiatsu as a full round action 1+WIS bonus times per day. Roll 1d20 + level for one of the following effects:

-         Summon your inner strength: you immediately regain a number of hit points equal to the total score you rolled on your Check.

-         Compress your Reiatsu in your soul as a shield: If you beat a DC of 10+ opponent’s level check, you can add your level as a deflection bonus to your AC or DR for the rest of the round.

Overbearing Reiatsu
Prerequisites: Skill focus: Intimidate

Benefit: You gain a +5 bonus on the Intimidate check for overbearing your opponent with your Reiatsu. You can make this check as a swift action and cannot be dazed by being pushed back.

Overpowering Reiatsu
Prerequisites: Reiatsu Burst, Reiatsu 500+

Benefits: When you use a soul crush action, you may pay 100 reiatsu to force a fortitude save. Should the victim or victims of the save fail, they are immediately knocked prone and are considered pinned for 1d6 rounds.

Powerful Reiatsu
Prerequisites: Reiatsu Burst, Reiatsu 200+

Benefits: When you use a soul crush action, you may pay in multiples of 10 reiatsu to force them to make a fortitude save or be immobilized for 1d6 rounds per 10 points of reiatsu spent. This forces soul crushing to become a standard action to use.

Reiatsu Bull Rush
Prerequisites: Reiatsu burst, Intimidation 10 ranks

Benefit: You can manifest your Reiatsu as a physical force that rebuke all those standing close to you. As a full round action, you can force every creature in a 10 foot radius to pass a reflex save. If the test fails, the creature is pushed back to the 10 foot radius limit and is knocked prone. If the creature succeeds, it is pushed back to the radius limit. All targets gain a +4 bonus by size category and additional pair of legs on their reflex save.

Special: You can add 5 feet of range to this power by spending 30 Reiatsu. You cannot add more than 1+Wis bonus yards (Minumum 1).

Reiatsu Burst
Prerequisites: Skill focus: Intimidate, Overbearing Reaitsu

Benefit: Your Reiatsu is so powerful that it can affect all persons in a 15 foot aura centered on you whenever you use it to overwhelm your foes. This ability doesn’t discriminate allies from opponents. You may spend 10 points of reiatsu to increase this area an additional 15 feet. You may spend multiples of 10 to keep increasing this area by 15 feet each time.

Reiatsu Flash
Prerequisites: Reiatsu Burst, Reiatsu 100+

Benefit: When you use a soul crush action, you may pay in multiples of 10 reiatsu to force them to make a fortitude save or go blind for 1d6 rounds per 10 points of reiatsu spent. This forces soul crushing to become a standard action to use.

Reiatsu Healing
Prerequisites: Heal 5 ranks.

Benefit: You may concentrate your Reiatsu to heal wounds by laying your hands on the target. Each round you can heal a total number of hit points equal to your spellscore modifier times one half your level. Healing more hit points in a day than your spell score times your level is a tiring process. Once you have healed this amount you can heal more, but each increment of your spell score healed

forces a fortitude save with a DC of (12 + 1/2 the Hit points healed that round) or cause the healer to be fatigued, then exhausted if they fail a second save. You cannot become more than exhausted by using Reiatsu Healing. You cannot use Reiatsu Healing if you are exhausted. Using Reiatsu Healing is a standard action that does not provoke an attack of opportunity if doing so on yourself. It does provoke an attack of opportunity if doing it on someone else.

Special: You can add 1d6 hit points healed per round to this power by spending 30 reiatsu per 1d6. You cannot add more than 1 + Wisdom modifier dice to this healing per round (Minimum 1). This bonus healing never incurs fatigued or exhausted.

Reiatsu Shield
Prerequisites: Reiatsu Score 200+

Benefit: You may concentrate your reiatsu around you to effectively reduce damage incoming to you. You may expend 100 reiatsu to double your damage reduction for one full round. You may do this as an immediate action, even on an opponent's turn.

Reiatsu Strike
Prerequisites: Reiatsu Burst

Benefit: As a full round action you may imbue an attack with Reiatsu. For every 50 points of reiatsu you imbue into your attack, your attack does one more dice of damage.

Reiraku Hunter
You can identify and track souls with an uncanny efficiency.

Benefit: To find Reiraku or to follow them for 1 mile requires a successful Sense motive check. You must make another check every time the Reikaku become difficult to follow. You may increase the distance you can sense Reikaku by 1 mile by taking a -2 penalty to the Sense Motive Check. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The basic DC for the tracking Souls is 15. The DM may impose from -10 to +10 modifiers based on time since the Soul left, your surroundings and the prevailing conditions in the area.

Shrouded Reiatsu
Prerequisites: Bluff 7 ranks

Benefit: Your Reiatsu is extremely well hidden and allows you to go unnoticed by all but the most perceptive souls. You gain a +5 bonus on bluff checks to mask your Reiatsu.

Signature Reiatsu
Prerequisites: Character 3rd level

Benefit: Choose a theme for your Reiatsu. When you attempt to soul crush someone, your reiatsu manifests in this manner (IE If you chose cats as your theme, when you attempted to soul crush someone, your reiatsu would visibly appear to be a cat, or your form would take on visual aspects of cats.) You gain a +5 bonus to soul crushing.

Terrifying Reiatsu
Prerequisites: Overbearing Reiatsu

Benefit: You summon an aura so powerful that you provoke abject fear in the soul of your opponents. For each 5 points you beat your opponents roll, he succumbs to an increasing fear effect (from shaken to frightened to panicked or cowed) instead of the normal cumulative -2 modifier.

Reiatsu Power Aura
Prerequisites: Strength 13+

Benefit: You may concentrate your reitasu into an aura that bolsters yourself and others giving allies a bonus on damage rolls equal to your 1 + 1 per three levels. This aura is activated as a move action, and dismissed as a free action. It remains active as long as the user wishes and extends 30 feet from the user. The aura is dismissed if the user is knocked unconscious or killed. Only one reiatsu aura may be active at one time.

Reiatsu Energy Aura
Prerequisites: Constitution 13+

Benefit: You may concentrate your reitasu into an aura that empowers others attacks. Choose one element when this feat is chosen, 2 points of that element's damage is added to your and all allies within the aura's attacks per three character levels. This aura is activated as a move action, and dismissed as a free action. It remains active as long as the user wishes and extends 30 feet from the user. The aura is dismissed if the user is knocked unconscious or killed. Only one reiatsu aura may be active at one time.

Reiatsu Authoritative Aura
Prerequisites: Charisma 13+

Benefit: You may concentrate your reitasu into an aura that bolsters yours and allies bluff, diplomacy and intimidate checks by one third your level.. This aura is activated as a move action, and dismissed as a free action. It remains active as long as the user wishes and extends 30 feet from the user. The aura is dismissed if the user is knocked unconscious or killed. Only one reiatsu aura may be active at one time.

Reiatsu Resistance Aura
Prerequisites: Intelligence 13+

Benefits: You may concentrate your reitasu into an aura that gives you and all allies within the aura a resistance to a chosen element eqaul to one third your level times 5. You must choose the element you wish to defend against when this feat is chose, it cannot be changed afterward. This aura is activated as a move action, and dismissed as a free action. It remains active as long as the user wishes and extends 30 feet from the user. The aura is dismissed if the user is knocked unconscious or killed. Only one reiatsu aura may be active at one time.

Special: This feat can be taken multiple times. Each time you may choose another element and defend against that element instead.

Reiatsu Heightened Sense Aura
Prerequisites: Wisdom 13+

Benefits: You may concentrate your reitasu into an aura that bolsters you and your allies' senses giving a bonus to all Perception checks equal to one third your level. This aura is activated as a move action, and dismissed as a free action. It remains active as long as the user wishes and extends 30 feet from the user. The aura is dismissed if the user is knocked unconscious or killed. Only one reiatsu aura may be active at one time.

Reiatsu Shielding Aura
Prerequisites: Constitution 15+

Benefits: You may concentrate your reitasu into an aura that bolsters yourself and your allies giving  them a bonus to damage reduction equal to your 1 + 1 per three levels. This aura is activated as a move action, and dismissed as a free action. It remains active as long as the user wishes and extends 30 feet from the user. The aura is dismissed if the user is knocked unconscious or killed. Only one reiatsu aura may be active at one time.

Reiatsu Healing Aura
Prerequisites: Reiatsu Healing, Wisdom 15+

Benefits: You may concentrate your reitasu into an aura that gives those allies within the aura fast healing 1 + 1 per five levels. This aura is activated as a move action, and dismissed as a free action. It remains active as long as the user wishes and extends 30 feet from the user. The aura is dismissed if the user is knocked unconscious or killed. Only one reiatsu aura may be active at one time

Reiatsu Defensive Aura
Prerequisite: Intelligence 15+

Benefit: You may concentrate your reitasu into an aura that bolsters defense giving those allies in your aura +1 deflection armor + 1 per three levels. This aura is activated as a move action, and dismissed as a free action. It remains active as long as the user wishes and extends 30 feet from the user. The aura is dismissed if the user is knocked unconscious or killed. Only one reiatsu aura may be active at one time.

Reiatsu Striking Aura
Prerequisite: Strength 15+

Benefit: You may concentrate your reitasu into an aura that bolsters attack giving those allies in your aura +1 attack + 1 per three levels. This aura is activated as a move action, and dismissed as a free action. It remains active as long as the user wishes and extends 30 feet from the user. The aura is dismissed if the user is knocked unconscious or killed. Only one reiatsu aura may be active at one time.

Superior Reiatsu Healing
Prerequisites: Heal 12 Ranks, Reiatsu Healing, Advanced Reiatsu Healing.

Benefit: You can forgo the healing that your Reiatsu Healing does in lieu of removing one of the following conditions: 1d6 ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. You cannot remove fatigued or exhausted from yourself by using this feat. Using this feat counts as a usage of your Reiatsu Healing equal to your Spellscore. Superior Reiatsu Healing is a full round action that provokes an attack of opportunity.

Special: By spending 50 Reiatsu, you may remove an additional condition from the target. You may remove multiple conditions at once, but never more than 1 + Wisdom Modifier (Minumum 1).

Perfect Reiatsu Healing
Prerequisite: Treat Injury 15 Ranks, Reiatsu Healing, Advanced Reiatsu Healing, Superior Reiatsu Healing.

Benefit: You can forgo the healing your Reiatsu Healing does and spend 200 Reiatsu to remove one of the following conditions: 2d4 Permanent Ability Drain, 1d4 Permanent Negative Levels. Using this feat counts as a usage of your Reiatsu Healing equal to twice your Spellscore. Perfect Reiatsu Healing is a full-round action that provokes an attack of opportunity.

Special: You may spend 300 more reiatsu to remove both conditions at once or to maximize one of the results.

Superior Reiatsu Sensing
Prerequisite: 200+ Reiatsu

Benefit: You may sense reiatsus that are more than 3 categories above yours. Increase the number of categories above you the target can be by 1. (IE Taking this feat once means that you can sense someone four categories above yours. See Sense Motive). Also, you may discern the phisiology of the creature in question by making a Sense Motive check opposed by their Bluff check (or 10 + the

target's Bluff bonus if they are not actively trying to hide themselves.) If you are completely unfamiliar with the race in question, you take a -10 penalty on this roll. If you are unfamiliar with the race in question you receive a -5 penalty to the roll. If you've sensed it before but are still unfamiliar with the race you receive no penalty on the roll. If you are familiar with the race you receive a +5 bonus to the roll. If you are very familiar with the race you receive a +10 bonus on the roll.

Special: This may be taken multiple times. Each time it is taken increase the number of categories above 3 that you can sense by 1.

Improved Reiatsu Capacity
Prerequisites: 100+ Reiatsu

Benefit: You gain 100 Reiatsu to your Maximum Reiatsu Pool.

'''Special: '''This may be taken multiple times. It's effects stack.

Massive Reiatsu
Prerequisites: Character level 10th, Any four Reiatsu feats.

Benefit: Double your calculated Reiatsu score. This feat can be taken twice, increasing the benefit to tippling your score.

Monstrous Reiatsu
Prerequisites: Character level 21st, Massive Reiatsu taken twice.

Benefit: Increase your multiplier of Massive Reiatsu by 1, this feat can be taken multiple times.