Kundala

Overview:

A blend of martial prowess and mystical energy, a kundala embarks on a physical and mental journey toward perfection and enlightenment. Their training combines physical discipline and a spiritual quest for understanding of the universe through mastery of their minds and bodies.

Kundalas often adventure seeking enlightenment. The world is an imperfect place and only through observing and understanding it can one overcome it. A few kundalas travel to spread their wisdom and teachings to others, often seeking to broaden minds and tolerances.

Kundalas are rarely devout worshipers of any particular god. Despite their lawful nature, Kundala are turned off by the overly masochistic doctrine of Cevelis, the lady of denial — they admire her teachings of restraint and self-discipline, but disagree heartily with her attitudes toward sex.

Kundalas travel, observe, and experience the world first-hand, exposing themselves to its challenges. The few kundalas who wish to settle in an area seek to teach at a existing establishment or form a training Dojo if one is not available and make it known that all who seek wisdom are welcome.

Special:

Alignment: Kundalas require strict self-discipline to pursue their studies and must be of lawful alignment.

Path of Integrity (Lawful Good) Path of Harmony (Lawful Neutral) Path of Ascendency (Lawful Evil)

Path of Equity (True neutral)

Required Allegiance: Kyouringakure Academy

Attributes: Wound Point Bonus: +4 Chakra Point Die: 1d8

The kundala’s class skills (and the key ability for each skill) are:

Acrobatics (Dex), Climb (Str), Chakra Control (Wis), Craft (Int), Diplomacy (Cha), Entertain (Cha),

Escape Artist (Dex), Knowledge (Religion), Knowledge (Taijutsu), Perception (Wis), Profession (Wis), Ride (Dex),

Sense Motive (Wis), Stealth (Dex), Swim (Str), and Taijutsu (Str), Treat Injury (Wis).

Skill Points at 1st Level: (4 + Intelligence Modifier) x4 Skill Points At Each Additional Level: 2 + Intelligence Modifier

Weapon and Armor Proficiency:

Tantric Casting:

Some of the sexual arts magics are restricted to Bards/Mystic dancer advanced classes or to Disciple of Aphrodite/Sacred Prostitute advanced classes,

when a kundala recieves this ability they choose one group or the other, and are considered as such for class restrictions for learning them.

Core Ability: Unyielding

You can withstand tremendous physical punishment. Once per combat, you may take 1 full action to spend 5 Control Points, immediately recovering a number of hitpoints equal to Xd6 X= Con modifier.You may take this action even when you’re helpless or dying

Class Features:

Flurry of Blows [EX]:

When unarmored or wearing only light armor, a kundala may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column above. This penalty applies for 1 round, so it also affects attacks of opportunity the kundala might make before his next action. When a kundala reaches 5th level, the penalty lessens to -1, and at 9th level, it disappears. A kundala must use a full attack action to strike with a flurry of blows. When using a flurry of blows, a kundala may attack only with unarmed strikes.

Flurry of blows consumes 2 chakra per successful hit, Kundala of fifth level can pay this chakra cost with hit-points if they do not have enough chakra remaining.

Each hit from a Kundala's Flurry of Blows channeled Ki deals 1 Twilight damage that cannot be reduced.

Blessings of the Wise [SU]:

At 5th level, a kundala gains a bonus equal to his Wisdom bonus (if any) on all saving throws.

Body Control [EX]:

A kundala of 7th level or higher gains a +2 bonus on saving throws against spells and effects from the school of Transmutation, since his studies and introspection give him insights into and better control over his body.

Body Manipulation:

At 8th level, a kundala further masters his physique and gains the ability to boost his physical statistics, gaining a +2 bonus to Strength, Dexterity, and Constitution once per day for a number of rounds equal to 3 + the character’s Wisdom modifier.The increase in Constitution increases the kunda-la’s hit points by 2 points per level, but these hit points go away at the end of the duration when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are).At 12th level, a kundala can perform body manipulation twice a day, increasing to three times per day at 16th level and four times per day at 20th level, like rage, Body manipulation can be used only once per combat, twice per combat at level 16.

Purity of Body [EX]:

At 10th level, a kundala gains control over his body’s immune system. He gains +10 to all diseases except for supernatural and magical diseases

(such as mummy rot and lycanthropy).

Wholeness of Body [SU]:

At 14th level and higher, a kundala can heal, his own wounds. He can heal a number of hits points equal to twice Ills current kundala level each day, and he can spread this heal-ing out among several uses.

Diamond Body [SU]:

At 18th level, a kundala is in such firm control of his own metabolism that he gains +10 to poisons of all kinds.

Unarmed Strike:

Kundalas are highly trained in unarmed fighting, giving them a considerable advantage when doing so.

At 1st level, a kundala gains Improved Unarmed Strike as a bonus feat.

A kundala’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a kundala may even make unarmed strikes with his hands full. Off-hand attacks do not exist for a kundala when striking unarmed. A kundala may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.Usually a kundala’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.A kundala’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and ghost touch spells).A kundala also deals more damage with his unarmed strikes than a normal person would, as shown on the table below.

Kundala Optional Vow:

A Kundala can discipline his body to hold more chakra by upholding the strict tenets of a vow. By adhering to his vow’s tenets, the Kundala’s Chakra pool increases by the amount listed in the vow’s description. Every vow comes with a penalty or limitation to offset this increase in Chakra. A Kundala can take a vow at any level after 6, there are no limit on the number of vows a kundala can have, once broken the benefit is lost until atonement (if possible), sometimes when a vow is lost it can never be recovered.

With GM permission and ingame RP Kundala can teach their vows to students belonging to other classes, but only after the student level 6 or higher.

Vow of Chains:

Restriction:

Either out of penitence or to bring attention to the suffering of the enslaved, the Kundala wears shackles on his wrists and legs.

This gives the Kundala a –1 penalty on attack rolls and to Defense, and reduces his movement by 5 feet.

If temporarily unable to wear his chains, he may carry rocks or some other heavy burden (including medium or heavy armor) to simulate this suffering.

Benefit:

Bonus Chakra +20 & A Kundala with this vow gains "Class abilities that state they do not function unless the user is wearing light or no armor,

now include medium armor (and heavy armor made of materials that change their size category to medium) due to the Vow of Chains.

Vow of Cleanliness:

Restriction:

A Kundala undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty.

His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male Kundala, maintaining a clean-shaven face).

His vow forbids him from willingly touching the filthy, diseased, dead, or undead (though he may attempt to cleanse or heal those suffering from disease),

though using manufactured weapons to attack these creatures is allowed.

Benefit:

Bonus Chakra +12

Vow of Fasting:

Restriction: The Kundala eats nothing but rice (or a similar bland, staple food) and drinks nothing but water.

On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition.

The Kundala cannot use tobacco, drugs, potions, alchemical items requiring eating or drinking, or any other thing that could be considered a food or beverage.

Benefit:

Bonus Chakra +16

Vow of Peace:

Restriction:

The Kundala must strive to attain peace and may only use violence as a last resort. He can never strike the first blow in combat. If attacked, he must use the fight defensively action or the total defense action for the first 2 rounds. He must always give his opponent the option to surrender, and cannot purposely slay another creature that could reasonably be influenced to flee or join a civilized society as a productive member (obviously this excludes many monsters). Many Kundala who have taken this vow learn how to grapple and pin opponents, tying them with specialized knots that allow them to work themselves free after sufficient effort. Many Kundala of peace are vegetarians.

Benefit:

Bonus Chakra +14, & A Kundala with this vow gains +2 to checks to attempt to grapple or resist being grappled.

Vow of Poverty:

Restriction: The Kundala taking a vow of poverty must never own more than a dozen possessions—a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, and a few other personal items. Five of these 'extra' items must be of plain and simple make, though one can be of some value (often an heirloom of great personal significance to the Kundala). The Kundala can never keep more money or wealth on his person than he needs to feed, bathe, and shelter himself for 1 week in modest accommodations. He cannot borrow or carry wealth or items worth more than 15 000 ECUs that belong to others. He is allowed to accept and use curative potions (or similar magical items where the item is consumed and is valueless thereafter) from other creatures.

Benefit:

Bonus Chakra +40

Vow of Silence:

Restriction: The Kundala must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow, though most Kundala with this vow choose their weapons and opponents so as to minimize even these sounds. The Kundala is allowed to make a nonvocal noise to warn another of danger (such as by stomping or clapping). The Kundala is allowed to use gestures and motions to communicate with others (including sign language) and is allowed to write.

Benefit: Bonus Chakra +10 & A Kundala with this vow gains Silent Technique (Meta-Chakra)

Note: Telepathic communication is considered 'silent', however Telepathic Vow of silence kundala still tend to be people of few (psychic) words and many prefer to learn Psionic Imagery language instead of psionic word if a race who communicates this way is able to teach them.

Vow of Truth:

Restriction: The Kundala is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication including telepathically. If presented with circumstances where telling the truth would bring harm to another, the Kundalaremains silent. Many Kundala of this vow also take a vow of silence to show their commitment.

Benefit: Bonus Chakra: 28 & A Kundala with this vow can never invest skill-points into Bluff and Genjutsu.