Zankou

The following is the spell list and such as necessary to use the character.

In order to use any zankou abilities a character must first take the Adept: Zankou talent from the talents section. Zankou spell tiers are unique in progression, there are different schools and styles that one must select from. Upon taking Adept: Zankou you may choose a school, fire, water, earth, serpent, or spirit (or any new ones I add in the future). You may repeatedly take adept:zankou to gain access to more then one school but otherwise you cannot gain any abilities outside of the school you train in.

You may use zankou abilities at any given time, there is no casting limit unless specified. Using an ability takes a standard action unless otherwise specified.

To access the next tier of abilities the Zankist must take Proficient: Zankou in the school he is advancing in. In that school they must know 5 or more abilities in the previous tier and any specifically specified techniques.

Earth

Name Requisites Description Cost
Living Stone Fit: 15 Passive, +4 AC and +2 armor DR from a body hardened to withstand any blow. 20
Mountain Touches the Sun Fit: 16 After successful grapple of an opponent, the Zankist may lift them off their feet as a free action and slam them to the ground. This removes the benefit of grappling them but forces an opposed fortitude save. If they fail they lose their next action and become dazed. Either way they take 2d8+str damage. 20
Shove Fit: 16 Melee attack deals an additional 1d10+str and pushes the opponent backward 5 feet per str modifier. If they slam into a solid object (i.e. a wall) they take an additional 1d10+str damage and make a fortitude roll to avoid becoming dazed. If they hit a non solid object (i.e. a light weighted ally) the object joins them on their flight path. 15
Superior Strength Fit: 18 Passive: +2 to your strength modifier. 20
Unmoving Fit:16 The Zankist doesn't move for anything, suddenly becoming heavy and steeling themselves for any incoming blows. They make an opposed strength check at +6 to any attempt to move them. They also gain 4 DR against all incoming damage. This remains active until they move, they may not make attacks of opportunity in this state. 10

 

Fire
Special: Repositioning with zankou abilities do not provoke attacks of opportunity on self. Enemies thrown near allies do still provoke attacks of opportunity.

Name Requisites Description Cost
Fiery Fist Dex: 14 The zankist ignites his fists, gaining 1d6+2 fire damage to all melee attacks. 15
Spreading the flame Dex: 16 The zankist makes an attack that pushes the target back 5 feet. The zankist may travel with them the 5 feet or stay where he currently stands. Afterward if another target (not the same one) is within 10 feet the zankist may leap to them and repeat this maneuver until there are no opponents within 10 feet of them or up to 3 times. 25
Endless Rage Will: 16 The fire smolders but does not die, the zankist cannot fall below 1 health for 3 rounds after being reduced to 1 or less health. Afterward they immediately go unconscious. 30
Igniting the flame Will:16 A melee attack allows the zankist to reposition to any square adjacent to his target, he then attacks again which knocks the enemy back up to 15 feet in the opposing direction. If the enemy collides with anything flames burst around them dealing 2d8 fire damage to themselves and everything within 5 feet of them. 20
Embers Dex: 17 Allows for the use of dexterity instead of strength for bonus to attack and damage. +2 dex modifier on AC 20

 

Serpent

Name Requisites Description Cost
Snake-bite Dex: 15 A single attack that triggers paralysis if the target fails a fortitude save at DC 15+dex. The paralysis lasts 2 rounds and reduces them to flat footed AC. 15
Ethereal Constriction Dex: 17 With two sucessive attacks a reaction triggers within the targets body that feels like they are being constricted. For two rounds this applies a penalty of -2 dex and str. Each round this also deals 1d4+5 damage. 25
Slither Dex:16 The zankist makes opposed grapple checks at +10. This also allows the zankist to move into a targeted opponents range with +10 AC against attacks of opportunity. 20
Serpent Fang Dex: 18 Your nails or whatever have become serpent-like fangs. This allows you to make your unarmed attacks to be considered made with a dagger. This grants +2 armor penetration and increases your damage die by 1 step to a max of d12. 30
Sickness Will: 15, Serpent Fang Your melee attacks now apply 1d4+2 poison damage for 2 rounds. If the poison should stack 6 times at any given point the target is instantly paralyzed until all poison effects leave them. 30

 

Spirit

Name Requisites Description Cost
Unity Will: 18 Your wisdom modifier can now be used instead of strength or dexterity. 40
Favorable Winds Will: 16 Those you choose within 120 feet gain +15% to their attk, everyone else suffers -15%. This lasts 3 rounds. 20
Kill the wound Will: 15 A touch ability, heals the target for 1d8+(will/3). If the target has a specific injury that can be reached this heals its condition (i.e. a broken arm). 25
Defeat the shadow Will: 19 You and your allies within 40 feet have +15 to spot enemies within 60 feet 20
Know the soul Will: 18 You have an innate sense of anyone you have met in person before. When using this you can track them to within 20 feet if you are within a mile of them. If you are within a hundred miles of them you get a sense of direction. If you are outside of a hundred miles, you get a vague feeling. 30

 

Shadow

Name Requisites Description Cost
Soft Step Dex: 16 Your dexterity modifier is doubled for your move silently skill. 20
Shade in Shadow Dex: 16 Your hide skill is conferred +10 if you are in dark lighting. 20
Black Step Will: 16 You gain +10 ft to your movespeed for the purpose of moving directly through a targets square and landing behind them. This does not confer an attack of opportunity or a focus of opportunity unless they succeed on a DC 15+stealth check. 40
Silence the sound Will: 14 When you perform an instant kill or incapacitation, the target makes almost no noise. Conferring -5 to all listen rolls to hear the body fall. 25
Shadow chases the light Will: 16 You have +10 to your base move speed 25

 

Water
Special: Using zankist abilities to move does not provoke attacks of opportunity

Name Requisites Description Cost
Crashing Wave Fit: 16 Move up to 10 feet to slam into a target for 1d10+str damage. Afterward momentum carries you in any direction for 10 feet other then the direction you came from. If you cannot move in any other direction for 10 full feet you become dazed. 20
Tidal Flow Will: 15 You move fluidly to avoid any incoming attack, +5 to dex AC 20
Slam the surface Fit: 17 After moving 10 feet, with an open palmed smack you hit your target for 1d10+(2*str) damage. They make a fort save or are dazed. 30
Eternal Motion Dex: 16 You may move one third your base move speed as a free action at the start of reach round. 25
Violent Motion Dex: 16 You may spend your movement action as if it were another standard action at any time. 30