violet mountain sect

The power below

Violet Mountain Sect outer disciple – Branches: Blue Sun, Crimson Mountain, Pill Division

School rank 1: Gain a Ki pool with a maximum size equal to 1/2 your school potential + 1/2 your school ability modifier (round up)

School rank 3: Ki Pool increases in size to your school potential

School rank 5: Eastern Violet Ki(Su-K): +1 on all ability checks, Spend X Ki: get an additional +2X to any ability check, maximum of 1/2 your ki pool ability modifier (Wis for now)

School rank 7: Violet ki from the west(SP-K): Remain in contact with willing subject for 1 rd. You each pick a number of ki points (independantly), they spend that many, and you gain 1/2 that many, up to the number you chose. If they give you more than their current ki points, and you can accept that many, their maximum ki points are reduced by the excess they gave you (healing at the same rate as ability damage). If their maximum ki is reduced to 0, they no longer have a ki pool.

At school rank 7 you must choose a branch to join, and you must be accepted by that branch.

Treasure pavillion books

Endure elements – 5 stones – 1 ki, ignore extreme cold or heat for 24 hrs
dark vision – 10 stones Darkvision out to max normal vision
Improved vision – 10 stones As Low-light vision, but works even in good light conditions – 2 ki/day
Improved speed – 15 stones (as monk)
Flight – 20 stones – 1 ki/round for 60'/move action. 1ki/hour for 15'/action
No need to Eat – 10/20 – 1ki no need to eat for 24hrs, improved costs 0.5ki, if your ki core contains less than 1 ki point, it counts as empty
No need to Drink- 10/20 – 1ki no need to eat for 24hrs, improved costs 0.5ki, if your ki core contains less than 1 ki point, it counts as empty
No need to sleep- 10/20 – 1ki no need to eat for 24hrs, improved costs 0.5ki, if your ki core contains less than 1 ki point, it counts as empty
No need to breathe – 10/20 – 1ki no need to eat for 24hrs, improved costs 0.5ki, if your ki core contains less than 1 ki point, it counts as empty
Life span extension – 25 stones – ALWAYS TRUE ONCE LEARNED – age categories are multiplied by school potential (so a human with 25 potential reaches middle age at 875 years)
Soulstone Creation – 50 – spend 15 ki to turn a quartz into a soul stone. 19+1d6 ki to turn an ordinary stone into a soul stone.

Blue Sun – Primary attribute: Charisma

School rank 10:  Flame Call(Sp(K)): As a standard action spend 1 ki point to deal 1d6 points of fire damage per 4 school potential in a 5' burst (close range). reflex negates (DC 10 + 1/2 school potential + 1/2 cha mod)

School rank 13:  Blue Flames(Su-K) Whenever you create a flame, you may spend 1 ki point to have it channel the power of the blue sun, rendering the flames a brilliant blue, and having them deal 1d6 more fire damage

School rank 16: Clinging Flame(Sp-k): Whenever you create a flame, you may spend 1 ki point to make it cling to targets more viciously , requiring targets that take damage from it to make a reflex save (DC 10 + 1/2 school potential + 1/2 cha mod) or catch on fire, taking 1d6 points of fire damage per 5 school potential per round until extinguished.

School rank 19: Volatile Mana(Sp-K) Whenever you Cast a spell, Initiate a maneuver, or manifest a power that targets one or more creatures you may spend three ki points to activate one or more flame calls at the same time, which must be centered within the effect of the spell, maneuver, or power. Even if the area of multiple flame calls created by Volatile Mana overlap, they do not deal any additional damage.

School rank 22: Mana Burn(Su-K): A target ignited by your clinging flames bust make either a fortitude or will save whichever is higher (DC 10 + 1/2 school potential + 1/2 Cha Mod) or their mana pool is ignited, causing 1d6 points of damage per round to each of the targets current HP, Ki, Spell ranks, and power points. If any of these resources are depleted (or non existent) the other resources take 1d6 additional damage per depleted resource. Their mana pool continues to burn until they succeed on a will save at the same DC to stabilize it. Any attempt to utilize one of these resources while their mana pool is burning will cause them to take the same amount of damage as if the round had ended. this causes them to need a concentration check to continue using the resource, if that fails they take the same amount of damage again.

School rank 25: Secret Technique  Violet Sun While you have at least 1 ki point – School potential for Blue sun +4
you may spend 2 ki points to ignite yourself with the violet flame, gaining a +1/10 school potential on ALL die rolls for as long as you maintain it. This costs 1 ki point at the end of each round + 1 ki point for each round it has been active so far today. ending the violet flame costs ki points as if the round had ended. If you run out of ki points and cannot sustain the violet flame, it ends, and you cannot access your ki for a week.
 

 

Crimson Mountain – Primary attribute: Constitution

School rank 10: Minor Maneuvers: You learn up to 5 ranks total of maneuvers from the Broken Blade, Scarlet Throne, Steel serpent, and Stone Dragon Disciplines you may not learn a maneuver of above 3rd rank from this ability, These may not include stances. Activating one of these maneuvers takes (2x Rank)-1 Ki points.

School rank 13: Mountain Blood(Su-K):  You may defensive stance, a position of readiness and trance-like determination as a free action.  While in a defensive stance, the stalwart defender gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves, and must spend 1 ki point per round. While in a defensive stance, a stalwart defender cannot willingly move from his current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If the stalwart defender moves under his own power as a result of an enemy’s successful use of the Bluff skill or an enchantment spell, his stance ends. The stalwart defender can end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stalwart defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If a stalwart defender falls unconscious, his defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell). If on a mountain that he is attuned to there is no ki cost

School rank 16: Moderate Maneuvers: You learn up to 10 ranks total of maneuvers from the Broken Blade, Scarlet Throne, Steel serpent, and Stone Dragon Disciplines. you may not learn a maneuver of above 6th rank from this ability, These may not include stances. activating maneuvers costs 1 less ki point, as long as you are in meaningful combat.

School rank 19: Stance Training: You may learn an additional 5 ranks of stances for each level of maneuvers you learn, minor, moderate, and major. You do not need to learn all these ranks at once, and may wait until you have more ranks available in order to learn a higher rank stance. In Addition you add Diamond mind to the Disciplines of maneuvers you may learn from in the Crimson Mountain

School rank 22: Major Maneuvers: You learn up to 15 ranks total of maneuvers from the Broken Blade, Scarlet Throne, Steel serpent, and Stone Dragon Disciplines. you may not learn a maneuver of above 9th rank from this ability, These may not include stances. activating maneuvers costs 1 less ki point, as long as you are in meaningful combat.

School rank 25: Secret Technique - Mountain Soul: Reduce the Ki cost of using maneuvers by 1, increase the benefits of using mountain blood by +2, you may move up to 30' per round while using mountain blood.

 

Pill Divison – Primary attribute: Intelligence

School rank 10: Pill Crafting (Sp-K)[Item Creation]: you may create pills, these function as creating potions, but have no maximum spell level, can be made from any manuver, spell, or power that meets the requirements to be a potion(ignoring rank), or can be made from poisons. Pills take a move action to ingest, and take effect at the start of the following round. Creating a pill requires 1 KP per rank of the manuver, spell or power used, minimum 1. There are some specific pills that do not mimic any Manuver, Spell, or Power. You must know a recipie for the pill to be created, or succeed on a craft alchemy check(DC 20+3x rank) to improvise one. Recipies in manual: Qi condensation – 1 Blood Root, 1 Ki, 1 Winterroot – Base 10% potency + craft alchemy check, Provides + potency/5 bonus on checks to form a ki core Blood quagulation pill – 1 Blood Root, 1 Ki, 1 ginseng (20year+)- Base 10% potency + craft alchemy check, heals (potency/20)d6 + (potency/5) hp

School rank 13: advanced herbology(SP-K): Spend 1 KP & 8 hrs roll Herb lore, multiply result by 10 for amount of GP made for use in creating potions , pills, or plant based poisons. spend 4 KP to use in 1 hr. Requires appropriate plant seeds, plants grown will have seeds.

School rank 16: Powder Making(Su-K): Pills can be ground into powders, as a standard action, spend 1 KP to blow this powder at close range (range as a spell) to affect a creature in a 5 ft square. In addition powders can affect a 10ft diameter but powder from 5 pills must be used, doubling with each 5ft increase in diameter. When potency of pills varies when using more than one pill, use the lowest of the potencies to determine effects.

School rank 19: Furnace Lord Trial – Once only -> success grants semi-intelligent pill furnace that grants +4 typeless to crafting appropriate pills, major success grants +2 or more to all pill crafting.
Regardless of trial gain the following recipies: All recipies of rank 1 or below, 

Violet Ki pill: 5 Violet Ki(ki from violet mountain disciple)), 1 Flowberry, 1 dragon tounge, 1 morning glory, – Qi condenstaion pill for violet ki east/west (base potency 5%)

Spirit Restoration pill: 2 spirit stones, 10 ki, 1 dragon tounge, 3 flowberries – Blood quagulation pill for Ki (Base Potency 5%)(edited)

Guardians Restoration pill: 5 spirit stones, 10 ki, 3 spell levels, 10 power points, 1 dragon tounge, 10 flowberries, 25 bloodroot. Base potency -5%, Blood quaqulation, but restores HP, ki, 1/4 amount of spell ranks, 1/2 amount of power points

School rank 22: Layered Pills (Sp-K): you may merge up to three pills you have created into one (at a time) these are taken as a single action, and apply all three effects, at the lowest potency of any of them. Pills that have been layered may not be layered again. 1 ki point per pill to merge them.

School rank 25: Secret Technique – Learned by Norlanon - 

Violet flame(Su-K): When using any of your Violet mountain – Pill divison abilites you may spend 5 ki points to bring forth the violet flame, empowering that ability.
Eastern Violet Ki: Bonus on ability checks doubled
Violet Ki from the west: Gain Ki at a rate of 1-1
Pill Crafting: Pill is empowered
Advanced Herbology: Make 10x as many herbs
Powder Making: Only need 1/4 as many pills (Round DOWN min 1) to create larger sizes – use flame when grinding
Layered Pills: May combine up to 5 pills.

 

 

Variant Divisions

Frozen Sun – Primary attribute: Charisma – Not taught at the sect!

School rank 10:  Ice Call(Sp(K)): As a standard action spend 1 ki point to deal 1d6 points of Cold damage per 4 school potential in a 5' burst (close range). reflex negates (DC 10 + 1/2 school potential + 1/2 cha mod)

School rank 13:  Violet Ice(Su-K) Whenever you create a damaging cold effect, you may spend 1 ki point to have it channel the power of the frozen sun, tinging the effect violet, and having it deal 1d6 more cold damage

School rank 16: Chilling Frost(Sp-k): Whenever you create a damaging cold effect, you may spend 1 ki point to make it cling to targets more viciously , requiring targets that take damage from it to make a Fortitude save (DC 10 + 1/2 school potential + 1/2 cha mod) or be chilled for 1 round per 5 school potential.

School rank 19: Volatile Mana(Sp-K) Whenever you Cast a spell, Initiate a maneuver, or manifest a power that targets one or more creatures you may spend three ki points to activate one or more ice calls at the same time, which must be centered within the effect of the spell, maneuver, or power. Even if the area of multiple ice calls created by Volatile Mana overlap, they do not deal any additional damage.

School rank 22: Mana Freeze(Su-K): A target who suffers damage from an effect utilizing your violet ice ability is must make a Will save (DC 10 + 1/2 school potential + 1/2 cha mod) or be severely frostbitten, suffering a -1 per 10 school potential to physical ability checks, saves, attack rolls, and damage rolls for 1 round per 6 school potential. This effect stacks with itself.

School rank 25: Secret Technique – Frozen Soul- you may chill your ki as a free action, spreading it throughout your body and soul, gaining a +1/10 school potential on ALL die rolls for as long as you maintain it. This costs 1 ki point at the end of each round + 1 ki point for each round it has been active so far today. ending the frozen soul costs ki points as if the round had ended. If you run out of ki points and cannot sustain the frozen soul, it ends, you cannot access your ki for a week, and are frozen solid until thawed, being paralyzed and taking 1d6 points of cold damage per point of ki you are missing per round until you die, recieve enough ki to pay for the cost, or take 10 points of fire damage per missing ki point.

violet mountain sect

Scale hunt Shou Shou