| Amora Game |
Next week we launch our first product in our Hand Over Fisticuffs line.
We expand on the meditation feats presented in Pathfinder Player Companion Faiths Philosophies.
Just to name a few:
Circulatory Control: Fend off bleed damage for a few rounds
Contemplative Maneuver: Take advantage of openings with counter maneuvers.
External Power: Ki Powers aren't just for monks anymore.
Heroic Thoughts: Ki points become Hero Points
Innate Yang & Innate Yin: Are scaling feats that reward you with scaling defense and offense.
Sound of Waves: Offers sonic and force resistance.
See you next week.
| CripDyke |
Drejk -
To me you're making the point that one doesn't NEED to suppress bleed very long.
I have a character that really wanted to make use of the meditation feats. I'm happy to have them expanded. Circulatory control is just one ... if I don't need it, I won't take it, but temporarily suppressing bleed is far from the most useless feat I've seen in Pathfinder.
That said, Sound of Waves and Innate Y/Y are much more interesting to me than circulatory for that character...but that character is a Dreamscarred Psion focussed on psychometabolism.
| Amora Game |
We are hovering around 13 feats. Circulatory Control will actually let you negate any and all bleed damage.
Circulatory Control (Meditation)
Meditation allows for you to control your blood flow, halt bleeding and delay poisons.
Prerequisites: Wis 11, Meditation Master, Body Control
Benefit: For 24 hours after you meditate you gain a mastery of your blood flow, allowing you to halt any blood loss and delay the onset of bleed damage and poisons. This can be initiated with a concentration check of a DC 12 as a free action. This concentration can be maintained without further checks as a swift action for a number of rounds equal to your character level. After this duration, you incur the bleed damage, and the onset time of the poison as normal. You may use this ability once per day.
Special: If poison or bleed damage is incurred while you are in a restful state, you may enter a deep trance where you do not move, and the duration turns into 10 minutes per character level. If this bleed damage is halted by a heal check or if a poison is neutralized before the duration expires, any and all effects are negated as though you never suffered from the conditions.