Cobra Envenom [A] (Feat 10)
Monk
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Poison
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You lash out with devious intent and the power to envenom your foe. Make a cobra fang Strike. Your reach with this Strike is 5 feet greater than normal. If this Strike hits, the target takes 1d4 persistent poison damage per weapon damage die.
Special If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2.
Knockback Strike [AA] (Feat 10)
Monk
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Concentrate
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You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty.
Peafowl Strut [A] (Feat 10)
Monk
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Flourish
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You slowly move across the battlefield with dangerous grace. Step twice and then Strike. The Strike must be made with the sword required by Peafowl Stance.
Prevailing Position [R] (Feat 10)
Monk
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Your willingness to flow from one stance to another lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack.
Sleeper Hold [A] (Feat 10)
Monk
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Incapacitation
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Requirements You have a creature grabbed or restrained.
You pinch crucial points of your target’s nervous system, impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects.
Critical Success The target falls unconscious for 1 minute, though it remains standing and doesn’t drop what it holds.
Success The target is clumsy 1 until the end of its next turn.
Wind Jump (Feat 10)
Monk
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Prerequisites ki spells
You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump ki spell. Increase the number of Focus Points in your focus pool by 1.
Winding Flow [A] (Feat 10)
Monk
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Frequency once per round
Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.
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