Meta-Magic Feats

Meta-Magic feats are tools to help a character alter and augment the properties of a technique to a certain degree, 

enabling them to be far more versatile than they could otherwise be. 

Metamagic Mechanics:

The when applying a meta-magic feat to a technique, its perform requirements increase by an amount specified in the feat description. If the perform requirements of a technique was increased by 3, simply increase the skill threshold by 3. When increasing the perform DCs component, increase the complexity rating rather than the DC itself. When calculating the cost of an enhanced technique, simply add or subtract from the cost as advised.

Metamagic Charges:

Using a metamagic feat must be declared before using the technique, and costs 1 "charge". A character starts with 0 meta-magic charges & gains an additional 1 per metamagic feat he takes. Charges are restored after 8 hours of rest, up to once every 24 hours, any effect that prevents control regeneration due to rest also disrupts the regeneration of metamagic charges.

Adept Puppeteer [Metamagic]

You have great control over your puppets and can reanimate them in the blink of an eye.

Prerequisite: Ninjutsu 12 ranks, Int 15, Advanced Puppetry class ability.

Benefit: 

The character can reanimate a puppet that was deanimated from a failed

Concentration check as a free action by spending a meta-magic charge without paying chakra from chakra threads. This can be done even during another's turn, but must still be done within 1 round of the puppet being deanimated.

Blood Mage [Metamagic]

You draw power from your blood and use it to perform various techniques and rituals.

Prerequisite: Fuinjutsu 12 ranks, Con 18.

Benefit: 

The character is able to learn techniques requiring the Blood Mage meta-magic feat, without penalty, even if they are Sealing ninjutsu techniques (the user still suffers normal penalty to learn other sealing techniques until he meets the requirements).

He is also able to expend a meta-magic charge to convert his blood into chakra, dealing himself 1d4 points of damage to reduce the Control cost of a technique by that amount x2(to a minimum of 1), which can be increased to +1 dice added on per 3 ranks the spell possesses, a rank 1 spell could be reduced by up to 8 (to a minimum of 1 to cast) costing 4 hitpoints; while a rank 4 spell could be reduced by 16 (to a minimum of 1 to cast) while costing 8 hitpoints.

Blurstrike [Metamagic]

Prerequisite: 

Quick Draw, Blinkstrike +1 class ability, fifth step of mastery in Kenjutsu:Iaido.

Benefit: 

The character is able to sheathe and draw his weapon as a free action in the

Blinkstrike stance, without provoking an attack of opportunity.

The character may spend 1 meta-magic charge to increase his Blinkstrike ability bonus by +2 for 1 round while making a full-attack action. This feat can be used up to three times per encounter.

This ability does not stack with the True Blinkstrike feat, and cannot be used in conjunction with it.

Burrowing Power [Metapsionic]

Your powers sometimes bypass barriers.

Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the hyperspace to bypass the barrier.

The strength and thickness of the barrier determine your chance of success.

To successfully bypass the barrier with your power, you make a Telekinesis or Telepathy check (the type of ability determines the check) against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm).

Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise. If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense.

Concealed Technique [Metamagic]

Prerequisite: Efficient Technique, Chakra Control 12 ranks.

Benefit: You may apply this meta-chakra feat to a Energy Control, Ritual Arts, Manipulative Arts or Primal Arts technique. The Control cost of the technique is completely concealed and the Control cost is reduced by 1 every 4 ranks (minimum 1). The technique's perform requirements increase by 6.

Critical Stare [Metamagic]

Your experience and expertise allows you to see more than what meets the eyes.

Prerequisite: Any 2 Meta-Magic Specialization, Spot 6 ranks.

Benefit: The character may spend 1 Metamagic charge to gain the ability to See Chakra for 1 minute as a full-round action that may provoke an attack of opportunity.

Blindness, both temporary or permanent, immediately terminates the ability.

Ectoplasmic Technique [Metamagic]

You are able to supercharge a technique to alter its elemental properties.

Prerequisite: Any 1 meta-magic feat. Necropolis Class.

Benefit: Half the elemental damage of the appropriate type dealt by the technique is now Ectoplasmic(Yin-Yang) Damage instead.

The technique's perform requirements increase by 3.

The Control cost is increased by 5 plus 1 every 2 ranks (round up).

Special: If you apply this feat to a technique, it cannot be enhanced by another metamagic feat.

Efficient Technique [Metamagic]

You are able to use techniques more efficiently.

Prerequisite: Any 1 meta-magic feat, Energy Control 9 ranks.

Benefit: This meta-chakra feat, when applied to a technique, increases its efficiency by allowing for less chakra to be used.

The technique's perform requirements increases by 4.

The chakra cost decreases by 50%. If the technique was empowered, the total cost decreases by 25% instead (use whichever lowers the cost more).

Special: If you apply this feat to a technique, it cannot be enhanced by another meta-chakra feat.

Elemental Shaping [Metamagic]

You are able to practice far greater control over your elemental Ninjutsu techniques.

Prerequisite: 

Any 1 meta-magic feats, Primal Arts 12 ranks.

Benefit: This meta-chakra feat allows the character to add the Shapeable (S) component to a cone, line, emanation or burst area effect Primary Element Jutsu.

The technique's perform requirements increase by 2. 

The Control cost increases by 5 every 2 ranks (round up).

Empower Summoning [Metamagic]

Your summoned creatures are more powerful than usual.

Prerequisite: Retrieval Expert.

Benefit:  Any summoned creatures you call upon by applying this meta-chakra feat to a technique gains 1d8 hit points, +1 per level of the summon. In addition, the summoned creature gains a +1 bonus to attack and damage rolls.

The technique's perform requirements increase by 3. 

The chakra cost increases by 20.

Special: This feat can be selected twice. The second time, the feat increases the bonus to hit points by +1 per level of the summon, and attack and damage rolls by an additional +1.

Empower Technique [Metamagic]

You are able to strengthen your technique for far more devastating effects than the normal shinobi.

Prerequisite: 

Any 2 meta-chakra feats, Chakra Pool 40, Chakra Control 12 ranks.

Benefit: 

This meta-chakra feat increases all variable, numeric value of the chosen chakra control, Fuinjutsu, Genjutsu or Ninjutsu technique by 50% (one-half). 

Saving throws, weapon damage and opposed rolls are not affected, nor are technique without random variables. 

The technique's perform requirements increase by 3. 

The chakra cost increases by 5 per rank.

Special: If you apply this feat to a technique, it cannot be enhanced by another metachakra feat.

Energy Weaving [Metamagic]

You are more adept at using metamagic feats and less limited in your usage of them.

Benefit: As per any Metamagic feat, you gain +1 Metamagic charges and +1 additional charge.

However you also get to purchase additional charges though the expenditure of skillpoints. Each charge purchased increases the cost of the next one by 2. 

Base: 1 +1 Metamagic charge.

First Unlock [2 SP]  -  +1 Metamagic [3 total]

Second Unlock [4 SP] -  +1 Metamagic [4 total]

Third Unlock [6 SP] -  +1 Metamagic [5 total]

Fourth Unlock [8 SP] -  +1 Metamagic [6 total]

etc

Skillpoints can be invested an unlimited number of times in this way. Add the cost to the Weave training section of your skill list.

Enlarge Technique [Metamagic]

Your techniques have a far longer reach than normal.

Benefit: This meta-magic feat allows the character to increase the range a technique gains every two level by 100%. An enlarge technique with a range of Close has a 10 ft. + 10 ft./2 levels, while medium-range techniques have a range of 20 ft. + 20 ft./2 levels, and long-range techniques have a range of 30 ft. + 30 ft./2 levels. If the technique has a maximum range it can reach, it is not increased.

The technique's perform requirements increase by 2.

The Control cost increases by 5 every 2 ranks (round up).

Extend Technique [Metamagic]

Your techniques' effects last longer than normal.

Benefit: 

Applying this feat to a technique increases the technique's duration by 50%. A technique with a duration of concentration, instantaneous, or permanent is not affected by this feat.

The technique's perform requirements increase by 2.

The Control cost increases by 5 every 2 ranks (round up).

Fel Technique [Metamagic]

You are able to imbue your techniques with dark, vile power.

Prerequisite: Any 2 meta-magic feats, Wis 16, evil allegiance.

Benefit: This meta-magic feat allows the character to use any Primal Arts  technique dealing direct damage to turn half of that damage to negative energy damage.

The technique's perform requirements increase by 2.

The Control cost is increased by 1 every 2 ranks (round up).

If the character does not have the demonic subtype, he suffers 1d4 points of damage per rank as backlash when performing the technique.

Special: If you apply this feat to a technique, it cannot be enhanced by another metamagic feat.

Flawless Form [Metamagic]

You execute weapon arts moves to a perfection.

Prerequisite: Weapon Arts 4 ranks

Benefit: This meta-magic feat can only be applied to a Strike Weapon Arts technique.

Although it grants no benefits, you gain a +2 enhancement bonus to attack and damage rolls for 1 round after performing the technique successfully.

The technique's perform requirements increase by 2. 

The Control cost increases by 1 every 2 ranks (round up).

Forced Technique [Metamagic]

You are able to supercharge a technique to alter its elemental properties.

Prerequisite: Any 1 meta-magic feat. Psionic Class

Benefit: Half the elemental damage of the appropriate type dealt by the technique is force damage.

The technique's perform requirements increase by 3.

The Control cost is increased by 5 plus 1 every 2 ranks (round up).

Special: If you apply this feat to a technique,  it cannot be enhanced by another metamagic feat.

Hand Seals Mastery [Metamagic]

Further increasing your mastery of seals, you are able to completely ignore them and still succeed a technique.

Prerequisite: 

Primal Arts 15 ranks, Sleight of Hands 12 ranks, Genius Ninja (Manipulative Arts or Primal Arts), One-handed Seals

Benefit: This feat allows the character to use bypass the hand seals or half-seals components when performing a Weapon Arts, Manipulative Arts or Primal Arts technique, thus ignoring the need for one or both hands free in doing so. He provokes no attack of opportunity unless the technique has the C or M component.

The technique's perform requirements increase by 3.

The character can spend a meta-magic charge to ignore the complexity rating increment when performing that technique.

Special: If you apply this feat to a technique, it cannot be enhanced by another metamagaic feat.

Applying this meta-magic feat to a technique does not always consume a meta-magic charge. 50% chance 1d100 (51<>100 no charge use,1<>50 charge used)

Heighten Technique [Metamagic]

You can imbue your techniques with greater power and finesse, making them harder to command but far more deadly.

Prerequisite: Any 1 meta-magic feat.

Benefit: This meta-magic feat, when applied to a technique, allows a character to increase the technique's effective rank by 1, up to 5 (maximum rank 14). This also increases the perform requirements as well as the saving throw DC of the technique by the set amount. All effects dependent on the technique's Rank are calculated according to the heightened technique.

The technique's perform requirements increase by 3.

The Control cost increases by 3 + 2 every rank.

Special: If you apply this feat to a technique, it cannot be enhanced by another meta-magic feat.

Hidden Gaze [Metamagic]

Prerequisite: Manipulative Arts 15 ranks.

Benefit: This meta-magaicfeat can only be applied to a Doujutsu Manipulative Arts technique. The gaze attack cannot be avoided by adverting one's gaze, and is delivered as long as the character is in the targets' line of sight.

The technique's perform requirements increase by 2.

The Control cost increases by 5 every 2 ranks (round up).

Blind creatures are still unaffected by Doujutsu techniques.

Special: If you apply this feat to a technique, it cannot be enhanced by another metamagic feat.

Improved Avoidance [Metamagic]

You gain greater ability to perform defensive maneuvers and to avoid incoming attacks.

Prerequisite: Str 14 or Int 14.

Benefit: Up to 3 times per day, the character can spend a meta-magic charge when taking a "defensive maneuver" or "avoiding an attack" action. This action counts towards neither the technique's use per day nor the maximum use of that specific action per day.

Special: This feat can be selected twice. The second time, the requirements increase to Str 18 or Int 18, and the feat can be used up to 5 times per day

Innate Control [Metamagic]

You are able to manifest true mastery over chakra.

Prerequisite: Energy Control 15 ranks, Harmony

Benefit: 

The character is able to use the Kinobori, Tadayou or Yukigutsu technique once per round as a reaction, without needing to make a perform check, to concentrate or use chakra, even if the character does not know the techniques. 

Every use expends a metamagic charge.

Maximize Technique [Metamagic]

You are able to manipulate and weave your chakra to gain the best effect from techniques.

Prerequisite: 

Empower Technique, Control Pool 120, Energy Control 15 ranks.

Benefit: This meta-chakra feat maximizes all variable, numeric effects of a Energy Control, Ritual Arts, Manipulative Arts or Primal Arts technique. Saving throws, weapon damage and opposed rolls are not affected, nor are techniques without random variables.

The technique's perform requirements increase by 3. The Control cost is increased by 4 plus 2 per rank.

Special: If you apply this feat to a technique, it cannot be enhanced by another metamagic feat.

One-Handed Seals [Metamagic]

Your extreme ability and genius gives you the uncanny ability to perform hand seals one handed.

Prerequisite: 

Primal Arts 9 ranks, Sleight of Hands 6 ranks, Genius Ninja (Manipulative Arts or Primal Arts).

Benefit: A character selecting this feat may use a Ritual Arts, Manipulative Arts or Primal Arts technique with the Hand Seals component as though they required only Half Seals, meaning that he can perform techniques requiring Hand Seals with only one hand free. Changing the Hand Seals component into Half Seals increase the technique's perform requirements by 2.

The character can spend a meta-magic charge to ignore the complexity rating increment when performing that technique.

Normal: A character cannot perform hand seals one handed without this feat.

Special: The character can apply this feat to a technique that has already been enhanced by another meta-magic feat.

Applying this meta-magic feat to a technique does not always consume a meta-chakra charge. 25% chance 1d100 (75<>100 no charge use,1<>74 charge used)

One-Man Army [Metamagic]

Prerequisite:

Any 1 meta-magic feat, Kage Bunshin no Jutsu (Advanced Proficiency),

Tajuu Kage Bunshin no Jutsu

Benefit: 

You may spend 1 meta-magic charge to suffer 1 less damage per clone when performing Kage Bunshin or Tajuu Kage Bunshin no Jutsu to replicate yourself, minimum 1.

Path of the Fiendfire [Metamagic]

You draw power from your blood and use it to perform various techniques and rituals.

Prerequisite: 

Blood Mage, Knowledge (ninja lore) 9 ranks, Ritual Arts 9 ranks, Con 15.

Benefit: 

The character is able to learn techniques requiring the Path of the Fiendfire meta-magic feat, without penalty, even if they are Sealing ninjutsu techniques (the user still suffers normal penalty to learn other sealing techniques until he meets the requirements).

He is also able to expend a meta-magic charge as a swift action to gain a Fire Resistance 5 for 3 rounds.

Power Surge [Metamagic]

When casting a spell you may choose to sacrifice a bit of Essence in order to increase a spell's power.

Requirement: Toughness

Benefits: In exchange for suffering two points of temporary constitution damage, you ad a +2 bonus to any spell's save DC. the DC bonus granted by this feat stacks with those gained from other sources.

Protective Technique [Metamagic]

Prerequisite: Any 1 meta-magic feat, Con 13.

Benefit: 

Applying this meta-magic feat to a Energy Control or Primal Arts technique used on yourself grants you a +4 deflection bonus to Defense for 1 round.

The technique's perform requirements increase by 2.

The Control cost is increased by 5 every 2 ranks (round up).

Special: If you apply this feat to a technique, it cannot be enhanced by another metamagic feat.

Silent Technique [Metamagic]

You can cast your Techniques without making any sound.

Benefit: A silent spell can be cast with no verbal components.

The technique's perform requirements increase by 2.

The Control cost is increased by 2 every 2 ranks (round up).

Special: Symphonic spells cannot be enhanced by this feat.

Sturdy Illusion [Metamagic]

Your illusions are tougher to dispel.

Prerequisite: Any 1 meta-magic feat, Manipulative Arts 12 ranks.

Benefit: Applying this meta-magic feat to a Manipulative Arts technique gives it a 20% chance to resist being dispelled. 

The technique's perform requirements increase by 2.

The Control cost is increased by 5 every 2 ranks (round up).

Special: If you apply this feat to a technique, it cannot be enhanced by another metamagic feat.

Subspace Technique [Metamagic- Forbidden]

You can perform techniques that transcend dimensional limits.

Prerequisite: Special Instruction: Alysandra/Quistis Trepe, Retrieval Expert, any 5 meta-magic feats.

Benefit: This meta-magic feat allows you to perform a Primal Arts technique without having line of sight or line of effect on the target or area, and ignores cover up to onehalf.

The technique is considered a Spacetime technique in addition to its original subtype, if any.

The technique's perform requirements increase by 8. The Control cost increases by 25 plus 1 per rank.

Specialization: The Technique Analyst can select this feat as a meta-magic specialization. The requirements are 2 other specializations, and lowers the Control cost to 2 plus 1 per rank. (If it gets added)

Widen Technique [Metamagic]

Benefit: 

This meta-magic feat allows the character to alter a burst, emanation, line, or spread shaped technique to increase its area. Any numeric measurements of the technique’s area increase by 50%, but techniques that do not have an area of one of these four sorts are not affected by this feat.

The technique's perform requirements increase by 3.

The Control cost is increased by 5 plus 1 every 2 ranks (round up)

Underhanded Technician [Metamagic]

Prerequisite: Sneak attack +2d6.

Benefit: You may apply this meta-Magic feat to a Chakra Control or Primal Arts technique that targets only one creature, or that is shaped to target a number of creatures equal to your Intelligence modifier (maximum 3).

If you meet the requirements to deal sneak attack damage, you may add your sneak attack damage die to the total damage dealt, and you gain a +4 bonus to checks made to conceal the Control cost. 

The technique's perform requirements increase by 6. 

The Control cost is increased by 5 plus 1 every 2 ranks (round up).

Special: If you apply this feat to a technique, it cannot be enhanced by another meta-magic feat.