Weirding Feats

All-Around Sight [Weirding]

You have honed your senses so that you cannot be taken unawares.

Prerequisite: Weirding Way.

Benefit: Your awareness extends in a 360-degree radius around you, allowing you to see in all directions at once. You cannot be flanked and gain a +4 bonus on skill checks to avoid surprise.

Bindu Conditioning [Weirding]

Your training in muscular control allows you to perform incredible feats of physical prowess.

Prerequisites: Weirding Way.

Benefit: You may use the following nerve-based abilities:

Dao Trance:

You may enter a Bindu suspension that slows your metabolism, allowing you to survive for extended periods of time with very little air, water or food. You may enter this suspension at will;

doing this requires a full-round action. It also takes a full-round to awaken from the trance. While in Bindu suspension, your heartbeat slows, your breathing all but ceases, and you appear to be dead.

A character in Bindu suspension uses only 10% as much air as a sleeping person and needs no food or water for an extended period of time. For purposes of natural healing, a Bindu suspension is the equivalent of assisted healing.

Increase Save:

By spending 5 Chakra, you may temporarily increase one saving throw. The save, chosen at the time you use this ability, increases for a number of rounds equal to your Charisma

modifier. The DC for the save determines the amount of temporary Increase. DC 10 +1, DC 15 +2, DC 20 +3, DC 25 +4, DC 30 +5.

Bindu Strike [Weirding]

Your anatomical training allows you to paralyze foes with a touch.

Prerequisites: BAB +1, Bindu Conditioning, Weirding Way.

Benefit: Make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 12 + one-half your character level + your Str

modifier) or be paralyzed for 1d4+1 rounds. If the target’s attack of opportunity hits you and deals damage, the bindu strike automatically fails.

Intuitive Sense [Weirding]

Your weirding powers make you extremely difficult to surprise.

Prerequisite: Weirding Way, Prana Conditioning.

Benefit: You do not lose your Dexterity bonus to Defense when flat footed or attacked by an unknown opponent. You are always considered “aware” of all incoming attacks for purposes of Dexterity and Dodge bonuses to Defense.

Improved Intuitive Sense [Weirding]

Your weirding powers make you extremely difficult to flank. Your intuition becomes so canny you can deal with two attackers at once, the way others deal with just one.

Prerequisite: Weirding Way, Intuitive Sense, Prana Conditioning.

Benefit: Thanks to the character’s enhanced sense of danger, she cannot be flanked.

Iron Fist [Weirding]

You have practiced a variety of breaking and smashing techniques, and can easily shatter objects with your attacks.

Prerequisites: Weirding Way, Combat Martial Arts, Bindu Strike.

Benefit: When you attempt to break an object using brute force, the object’s Break DC is reduced by 4. Also, while making a Strike an Object action, you attack as if you are using a melee weapon even if

making an unarmed attack, and you double your Strength modifier for damaging objects (including armor and weapons). You are not considered to be using a melee weapon for any other purpose,

including the use of melee combat feats and attack options.

Lie Adroit [Weirding]

You are adept at deception, to the point where your falsehoods can even fool Truthsayers.

Prerequisite: Bluff 10+ ranks, Voice special ability, Weirding Way.

Benefit: You can add any Weirding class levels (Bene Gesserit Adept and Reverend Mother) to Bluff checks made to deceive others

Pain Touch [Weirding]

You cause intense pain in an opponent with a successful nerve attack.

Prerequisite: BAB +2, Wis 15+, Bindu Strike, Weirding Way.

Benefit: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1d4 rounds following the round they are stunned. Creatures one size category larger than the feat user are immune to this attack.

Prana Strike [Weirding]

Your training in nerve control allows you to hit where it counts.

Prerequisites: Weirding Way, Prana Conditioning.

Benefit: This feat grants you the following abilities.

Knuckle Punch: If you make a successful unarmed attack, deal normal damage, plus Strength modifier multiplied by 1.5 (rounded up).

Palm Strike: When you strike an opponent with a successful unarmed attack, the force of your blow shoves him one 2-meter square directly away from you. If the target square is occupied, your opponent remains where he is and suffers 1 point of subdual damage in addition to any damage from your successful attack.

Prana Conditioning [Weirding]

Your training in nerve control allows you to perform incredible feats of coordination and strength. Trained to react faster, take more punishment and to be mentally disciplined, you are learning to master your physical form.

Prerequisites: Weirding Way.

Benefit: You gain a permanent inherent +2 bonus to all your saving throws.

Truthsaying [Weirding]

You have been trained to notice the minute signs of deception, and recognize the truth when you hear it.

Prerequisites: Wis 13+, Weirding Way.

Benefit: You may add your Intelligence modifier in addition to your Wisdom modifier to any Sense Motive checks to determine the veracity of a statement.

Additionally, after a successful Sense Motive check, you may immediately spend 5 Chakra to determine if the character is lying outright, telling a half-truth, or if the target truly believes what they are saying.

Normal: You add your Wisdom modifier to all Sense Motive checks.

Weirding Combat [Weirding]

Trained in the Weirding ways of combat, you may attack your foes with a flurry of blows.

Prerequisites: Weirding Way, Combat Martial Arts.

Benefit: You may make one extra unarmed attack in a round at your highest base attack bonus. This attack and each other attack made in the round take a –2 penalty.

Using this ability is a full-round action.

Special: You must be unarmored to use this talent, and you must make unarmed strikes to gain the benefit.

Weirding Way [Weirding]

Whether through a commissioned proctor, assigned mentor, or a renegade sister, you have been trained in the secret “witching” talents of the Bene Gesserit.

Requirement: Training RP with someone who already possesses the feat.

Benefit: You gain Autohypnosis as a permanent class skill.

Additionally, you gain one Adept Ability from the list on page: Bene Gesserit adept.