
Anchorite |

You can find here on the Pathfinder database, but see below as well.
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Alignment: any
Hit Die: d8
CLASS SKILLS
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str) and Use Magic Device (Cha).
Skill Ranks Per Level: 8 + Int modifier
BAB: Medium
Fort: Slow
Ref: Slow
Will: Slow
Level....Special
1..........Aura, Spiritual Sinew, Unfettered
2..........Evasion, Stunning Fist
3..........Spiritual Sinew, Upsurge
4..........Unfettered
5..........Immaculate Perfection
6..........
7..........Heart of Valor
8..........Unfettered
9..........Improved Evasion
10........
11........Immaculate Perfection
12........Unfettered
13........Diamond of the Soul
14........
15........Rebuke Magic
16........Unfettered
17........Phantasmal Perception
18........
19........Diamond of the Body
20........Undying Soul, Unfettered
....................Chi Abilities Known
Level....Basic...Intermediate...Advanced
1..............3...............--..................--......
2..............4...............--..................--......
3..............4...............--..................--......
4..............4...............--..................--......
5..............5...............--..................--......
6..............5...............--..................--......
7..............5...............3...................--......
8..............6...............4...................--......
9..............6...............4...................--......
10............6...............4...................--......
11............7...............5...................--......
12............7...............5...................--......
13............7...............5....................3......
14............8...............6....................4......
15............8...............6....................4......
16............8...............6....................4......
17............9...............7....................5......
18............9...............7....................5......
19............9...............7....................5......
20..........10...............8....................6......
CLASS FEATURES
Weapon and Armor Proficiency: Anchorites are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Anchorites are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the anchorite loses her Upsurge, Unfettered and Evasion abilities.
Aura (Ex): Anchorites, like clerics, have a particularly powerful auras corresponding to their alignment (see detect evil for details).
Chi Ability (Su): When the anchorite’s class table indicates this class feature, she may choose any one chi ability that she qualifies for. Using chi abilities always costs chi points and type of action required to use it varies. At 1st level through 6th the anchorite can only select chi abilities from those listed under those listed as basic abilities.
Chi Pool (Su): At 1st level the anchorite gains a pool of chi points, which allows her to call upon her own life energy to perform amazing and awesome deeds. Doing so is not without its danger though and an anchorite must be careful about the amount of chi energy expended or they might succumb to fatigue or exhaustion, or even worse. The number of points in an anchorite’s chi pool is equal to her character level + her Anchorite level times three + her Wisdom modifier times two.
When the anchorite’s chi pool is brought down to half its maximum value (rounded down) the character must make a Will save (DC 25); failure indicating that the character becomes fatigued. If the anchorites’ chi pool is brought down to one quarter its maximum value (rounded down), the character must make a Will save (DC 35); failure indicating that the character becomes exhausted. Anchorites that completely expend their daily allotment of chi become unconscious with no save and cannot be roused; after 8 hours the anchorite awakens fatigued.
Spiritual Sinew (Ex): At 1st level the anchorite chooses one of her saves; she gains a bonus equal to one third her class level +2 with the chosen save.
At 3rd level, the anchorite chooses one of her other two saves and gains a bonus equal to one fifth her class level +2 with the chosen save.
Unfettered (Ex): At 1st level the anchorite gains Improved Unarmed Strike and Flurry of Blows as bonus feats. In addition, the anchorite deals more damage on an armed strike based on her class level (see the table below).
Class..........Anchorite Size
Level....Small...Medium...Large
...1.......1D4......1D6.......1D8
...4.......1D6......1D8.......2D6
...8.......1D8......1D10.....2D8
..12......1D10....2D6.......3D6
..16......2D6......2D8.......3D8
..20......2D8......2D10.....4D8
Evasion (Ex): At 2nd level anchorites can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the anchorite is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Stunning Fist: At 2nd level the anchorite gains stunning fist as a bonus feat.
Upsurge (Ex): At 3rd level the anchorite can stand up from a prone position as a free action that doesn't provoke attacks of opportunity. This ability only works if the anchorite wears light or no armor and carries no more than a light load.
Immaculate Perfection (Ex): At 5th level the anchorite gains immunity to all diseases, including supernatural and magical diseases. Upon reaching 13th level, the anchorite becomes immune to poisons of all kinds.
Heart of Valor (Ex): At 7th level the anchorite becomes immune to all fear effects.
Intermediary Chi Abilities: Upon attaining 7th level, the anchorite gains access to intermediary chi abilities to choose from.
Improved Evasion (Ex): At 9th level the anchorites evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless anchorite does not gain the benefit of improved evasion.
Advanced Chi Abilities: Upon attaining 13th level, the anchorite gains access to advanced chi abilities to choose from.
Diamond of the Soul (Su): At 13th level the anchorite gains the ability to reach within herself (a process that inflicts one hit point worth of damage per level of the anchorite) and gather her spirit into a single receptacle. The receptacle acts like an Arcanum Crystal, but is only usable by the Anchorite and stores chi instead of spell energy. While the spirit of the character is hosted within this receptacle, she is treated as a corporeal undead creature and is subject to any affect that targets undead beings.
An anchorite that is separated from its soul cannot refresh her allotment of chi after a good night's sleep. In addition while the character is separated from her soul, she does not regain hit points on a daily basis nor does she age. The character can only make use of her abilities that are dependent on the expenditure chi by using the receptacle like she would an arcanum crystal.
The anchorite can rejoin with her soul any time she wishes by holding the receptacle of her stomach and willing it in. It is a full round action to disjoin or rejoin with the character’s soul. If the receptacle is broken, the characters soul immediately returns to its body.
Rebuke Magic (Su): At 15th level the anchorite gains spell resistance equal to her class level +10.
Phantasmal Perception (Su): At 17th level the anchorite is able to perceive and interact with creatures and objects that would normally be imperceptible or out of touch with reality. She can always see and interact with creatures and objects in the eternal twilight [Plane of shadow for standard Pathfinder campaigns] or that are incorporeal and can interact/use/touch any item as if the anchorite has the Ghost Touch special ability.
Diamond of the Body (Su): At 19th level the anchorite gains the ability to completely separate her body from her soul. When the character wishes, she can compress her body into an inert diamond thereby existing completely as an incorporeal creature. The process is completely painless and takes a full minute to complete. When finished the character becomes ethereal, gains a fly speed equal to her base land speed with perfect maneuverability and is invisible unless she chooses to manifest (as the ghost ability of the same name, see the Monster Manual, page 118). The character is unable to manipulate objects unless she expends six points of chi to use telekinesis (see the special attacks entry of the ghost in the Pathfinder Bestiary).
An anchorite that has shed her body can also choose to use her Diamond of the Soul ability. If she does so, her body and soul are completely separate from each other and both diamonds are indiscernible as anything other than they appear to be unless viewed under the effects of magic. If the soul diamond is viewed under any effect which allows a being to see or perceive magic, then those that handle or study it must succeed at a Spellcraft check (DC 10 + the anchorite’s level and/or hit dice + the anchorites Wisdom ability modifier). Failure indicates that diamond is definitely a spirit diamond, but nothing more. Success indicates that it is a spirit diamond and the name and commonly known knowledge about the person it is made from. A success by 10 or more allows the handler or viewer to catch glimpses within the diamond from the perspective of the characters soul of events that helped to shape the individual that they became.
If both diamonds are touched side to side or one is placed on top of the other and regenerate, resurrection, soul bind or true resurrection is cast upon them, the anchorite is reunited with its body and soul and physically reforms in a process that that takes a full hour. While the anchorites body is in diamond form, it does not suffer from the ravages of time. If the soul diamond is broken or shattered, the characters soul is released and can bond with the body diamond whereby reforming her body and reuniting it with her soul in a process that takes an hour to complete.
If the Anchorite is freed from her soul diamond but does not know where her body diamond is, she has one day per point of her Wisdom ability score to find it and reunite (in order to reform her body) with it before she is whisked away to her divine patrons’ realm.
Undying Soul (Ex): The DM must reveal to the player of the character that her character is going to die before it happens. This allows player to use her final action to separate her soul from her body, leaving a shattered diamond in its place.
The character’s soul is free to wander the material plane for a number of weeks equal to its Wisdom score to search for an unborn child that is close to its birth day. When the child takes its first breath, the anchorites soul enters the baby and over the course of its life will start to look more and more like the character did as an adult.
When the child reaches adulthood she will be the spitting image of the anchorite. The player may then makes a Will save (DC 10 + the level of the anchorite + the anchorites Wisdom ability modifier).
If the check succeeds all mannerisms and memories and all class abilities of the old character are permanently imprinted on the new character. The character gets to re-roll for her physical abilities, but the other ability scores port directly over the new body.
If the check fails, the character is aware of her past life and is free to walk the same path (albeit from 1st level); all abilities are rerolled and only dreams provide insight to her previous life. The character is free to choose from any of the feats her previous incarnation had as a bonus feat, so long as she meets all the prerequisites for it. This bonus feat must be selected at first level.
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You are capable of striking your foes more times than they can anticipate.
Benefit: You are capable of delivering more attacks than you would normally be capable of. At low levels, your chance of hitting takes a penalty, but as you gain more experience you become more adept at striking and connecting more often. Reference the table below to determine your number of bonus attacks and the modifier to all your attacks when making a flurry.
The Extra Attacks column is not cumulative. When making a flurry you add the extra attacks to your iterative attacks and apply the number in the Attack Modifier column to every attack you make as you flurry.
When making a flurry the character adds her bonus attack(s) to the front end of her base attack bonus, using her full base attack bonus and then applying the modifier from the Attack Modifier column to her base attack bonus; for example a 13th level fighter with a flurry of blows would make a flurry with an attack bonus of +13/+13/+13/+13/+8/+3.
Special:Characters can only make unarmed flurries. By selecting other feats to add to this, the character is able to use certain weapons in conjunction with her Flurry of Blows. Monks gain this feat for free at 1st level regardless of whether or not they meet the prerequisite.
Character...Extra.......Attack Modifier
...Level.......Attacks...(To All Attacks)
......1............+1................-2
......7............+2................-1
....13............+3...............+0
....19............+4...............+0

Anchorite |

Basic Chi Abilities
Absorb Impact: For every 4 points of chi expended you reduce the number of dice of damage from a fall by 1. The use of this ability can negate the possibility of taking any damage from a fall.
Acid Dart: As a standard action the anchorite can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage for every two points of chi expended. The anchorite must have one hand empty and free in order to use this ability.
Creatures that take damage from the anchorite’s acid dart receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the anchorite’s level + the anchorite’s Wisdom modifier.
This ability is the equivalent of a spell whose level is equal to half the anchorite’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the anchorite reaches 17th level.
The feat Ability Focus (acid dart) increases the DC for all saving throws (if any) associated with an anchorite’s Acid Dart by 2.
Prerequisite: Earth Bender
Air Bender: You are able to use any spell that has the air descriptor as a spell-like ability by expending an amount of chi equal to the spells level times 3 plus 3. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier. Your effective caster level is equal to anchorite class level.
This is a base bending ability and it is mutually exclusive with all other base bending abilities.
Apocryphal Essence: By expending 8 chi as an immediate action, you mask your life and for the sake of spells and other effects, you appear to be dead for a number of rounds equal to half your class level.
Arctic Blast: As a standard action the anchorite can gather moisture and air and combine it in the form of an icicle and unleash it on any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of cold damage for every two points of chi expended. The anchorite must have one hand empty and free in order to use this ability.
Creatures that take damage from the anchorite’s arctic blast receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the anchorite’s level + the anchorite’s Wisdom modifier.
This ability is the equivalent of a spell whose level is equal to half the anchorite’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the anchorite reaches 17th level.
The feat Ability Focus (arctic blast) increases the DC for all saving throws (if any) associated with an anchorite’s arctic blast by 2.
Prerequisite: Water Bender
Assess Threat: By expending two chi you learn how tough one chosen creature is; this allows you to know the targets' character level or challenge rating and it's alignment and its current and maximum hit points. If the target creatures alignment is masked somehow, the reading comes back as neutral.
Audacious Resolve: As an immediate action the anchorite can expend chi to gain a bonus on next saving throw; she gains a +1 on the roll for every two points of chi expended.
Aura of Fear: By expending 4 chi as an immediate action, the anchorite exudes a menacing aura 10' in radius for a number of rounds equal to the anchorite's level plus her Wisdom modifier. All creatures caught within the aura with a number of hit dice equal to half the anchorites level must succeed on a Will save (DC 10 + the anchorites level + the Anchorites Wisdom modifier) or be affected as though by fear as cast by a sorcerer of the same level as the anchorite.
Block Chi: When the anchorite generates a chi shield, in addition to receiving the bonus to her Touch AC, the shield blocks all chi based attacks for the duration of the ability.
Prerequisite: Chi Shield
Chi Armor: When the character generates a chi shield, the armor bonus applies to her overall AC and not her Touch AC.
Prerequisite: Chi Shield
Chi Ball: As a standard action the anchorite is able to manifest a ball of spiritual energy that she can target one enemy with that is within 10 feet of her. This is a ranged touch attack that affects a single target. The chi ball deals 1d6 points of force damage for every two points of chi expended. The anchorite must have both hands empty and free in order to use this ability.
Creatures that take damage from the anchorite’s chi ball receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the anchorite’s level + the anchorite’s Wisdom modifier.
This ability is the equivalent of a spell whose level is equal to half the anchorite’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the anchorite reaches 17th level.
The feat Ability Focus (chi ball) increases the DC for all saving throws (if any) associated with an anchorite’s Chi Ball by 2.
Chi Beam: This functions exactly like Chi Ball, except that the anchorite can fires a beam of energy and can extend the range of the beam by 5 feet per two extra points of chi expended.
Prerequisite: Chi Ball
Chi Flame: For every extra 2 points of chi expended, the damage die of your chi ball is increased by one category (D4 to D6, D6 to D8, D8 to D10 and D10 to D12) to a maximum of D12.
Prerequisite: Chi Ball
Chi Shield: As an immediate action you can generate an energy field around the entirety of your body that grants you a +1 bonus to your Touch AC per 3 points of Chi expended. This shield lasts for a number of rounds equal to your class level.
Convert Energy: Instead of being healed by positive energy the anchorite can choose to convert it to chi, replenishing her chi pool by 2 points for every die that would have healed her.
Deafening Strike: By expending 4 chi as a swift action, the anchorites attack is laced with sonic force that deafens the target for the remainder of the round plus the following round.
Detect Life: As a swift action the anchorite can expend 3 points of chi to detect all living creatures within a 60 foot radius around her and their health status (disabled, dying, unharmed, wounded).
Earth Bender: You are able to use any spell that has the earth descriptor as a spell-like ability by expending an amount of chi equal to the spells level times 3 plus 3. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier. Your effective caster level is equal to anchorite class level.
This is a base bending ability and it is mutually exclusive with all other base bending abilities.
Elemental Fist: By expending four chi as a move action you may infuse your unarmed attack with elemental energy, allowing you to make an unarmed attack that deals pure elemental damage of the appropriate type.
Prerequisite: Air Bender, Earth Bender, Fire Bender or Water Bender
Esoteric Strike: By expending 2 points of chi as a move action, you treat your unarmed attacks as if it is magical for the purpose of overcoming damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
Expedient Response: As a free action you can expend chi to gain a bonus on your initiative roll; +1 for every 2 chi expended.
Expert Climber: As a standard action you can expend 6 chi to gain a climb speed of 40 feet for one minute per class level. In addition you are treated as being under a non-magical version of the spell spider climb, save that it cannot cling to smooth surfaces and you gain double the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed (+16 racial bonus total).
Extra Chi Ball: You are able to manifest 1 extra chi ball, one in each hand. Each ball does 1D4 points of damage for every 4 points of chi expended.
Prerequisite: Chi Ball
Feral Force: As a swift action the anchorite can expend 4 chi to call upon her spirit totem to infuse her with primal ferocity; her incisors extend past her lips and her hands sprout claws. For a number of rounds equal to half her class level the anchorite can make bite and claw attacks.
Prerequisite: Feral Form, Spirit Totem
Feral Form: You can expend chi to assume the form of your spirit totem. The chi expenditure required to assume the form of your spirit totem depends on the size of the animal; small/medium - 6, tiny/large - 8, diminutive/huge - 10. This ability functions like the appropriate beast shape spell (dependant on the animals size), except as noted here. The effect lasts for 1 round per anchorite level, or until she changes back.
The anchorite loses her ability to speak while in feral form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
Prerequisite: 4th level anchorite, Spirit Totem
Feral Ken: As a standard action you can expend 4 chi to gain low-light vision. For an additional 4 chi you can improve the range of your low-light vision (x2 becomes x3, x3 becomes x4), to a maximum of x4.
Prerequisite: Spirit Totem
Feral Speech: By expending 2 chi as a standard action, you can converse with the animal group chosen as your spirit totem as per the spell speak with animals. Your effective caster level is equal to anchorite class level.
Prerequisite: Spirit Totem
Fire Bender: You are able to use any spell that has the fire descriptor as a spell-like ability by expending an amount of chi equal to the spells level times 3 plus 3. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the Anchorites Wisdom modifier. Your effective caster level is equal to anchorite class level.
This is a base bending ability and it is mutually exclusive all other base bending abilities.
Fire Bolt: As a standard action the anchorite can unleash a bolt of fire targeting any foe within 30 feet as a ranged touch attack. The attack deals 1d6 points of fire damage for every two points of chi expended. The anchorite must have one hand empty and free in order to use this ability.
Creatures that take damage from the anchorite’s fire bolt receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the anchorite’s level + the anchorite’s Wisdom modifier.
This ability is the equivalent of a spell whose level is equal to half the anchorite’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the anchorite reaches 17th level.
The feat Ability Focus (fire bolt) increases the DC for all saving throws (if any) associated with an anchorite’s Chi Ball by 2.
Prerequisite: Fire Bender
Fists of Stone: As a move action the anchorite can expend chi to improve the damage die of her unarmed strike; for every 8 points expended, the anchorite is treated as being 4 levels higher than she actually is. This effect lasts for a number of rounds equal to half the anchorites class level.
Grounding: As an immediate action you can expend one chi to gain a +1 enhancement bonus on your CMD when resisting a bull rush or trip attempt while standing on the ground; for every additional point of chi expended the bonus is by an additional +1. The effects of this ability last for a number of rounds equal to half your class level.
Heightened Perception: As a free action the anchorite can expend 3 points of chi to become exceptionally aware of her surroundings; you cannot be caught flat-foot for a number of rounds equal to your class level.
Inspired Insight: You gain an insight bonus on your next skill check you make equal to the number of chi points expended times two. Using this ability is a swift action.
Kinesthetic Spirit: By reaching out with her feelings and spirit, the anchorite can perceive (see and hear) the world around her which allows her to operate effectively as if she could see and hear normally if you she somehow blinded or deafened. Using this ability, the character can close their eyes to avoid gaze attacks and other similar dangers and still perceive the threat without succumbing to its affects. The character also gains a +2 bonus on all Perception checks.
Lasting Breath: The anchorite adds half her class level to her Constitution check roll to continue holding her breath.
Lightning Arc: As a standard action the anchorite can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. The attack deals 1d6 points of fire damage for every two points of chi expended. The anchorite must have one hand empty and free in order to use this ability.
Creatures that take damage from the anchorite’s lightning arc receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the anchorite’s level + the anchorite’s Wisdom modifier.
This ability is the equivalent of a spell whose level is equal to half the anchorite’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the anchorite reaches 17th level.
The feat Ability Focus (lightning arc) increases the DC for all saving throws (if any) associated with an anchorite’s Chi Ball by 2. Use of this ability is a full round action.
Prerequisite: Air Bender
Luminous Corona: By expending 4 chi as a standard action the area around the anchorite is lit up as if she were carrying a torch. This effect lasts for one hour; the anchorite may suppress or resume this effect as a move action.
Mystic Resolve: By expending chi as a an immediate action, the anchorite gains a resistance bonus against spells and spell-like abilities; for every 4 points of chi expended, the anchorite gains a +1 bonus on her save. This effect lasts for a number of rounds equal to one quarter the anchorites class level plus her Wisdom modifier.
Pinpoint Item: By expending 2 points of chi and forming a mental image in your mind of an item that you are looking or searching for, you become aware of its exact location if it is within 60 feet of you. Use of this ability is a full round action.
Self Healing: For every point of chi expended you heal one point of damage as a standard action.
Silver Strike: By expending 2 points of chi as a move action, the anchorite treats her unarmed attacks as if made of silver for the purpose of overcoming damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
Prerequisite: Esoteric Strike
Speed Demon: As a free action you can expend chi to gain a bonus to your base land speed; for every 2 chi expended, you gain a +5 bonus to your speed.
Spirit of the Sea: As a standard action you can expend 6 chi to gain a racial swim speed of 40 feet and the amphibious trait for one minute per class level.
The anchorite can move through water at the indicated speed without making Swim checks, gain a +8 racial bonus on Swim checks to perform a special action or avoid a hazard and can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. The anchorite can use the run action while swimming, provided that she swims in a straight line.
Spirit of War: As a swift action you can expend chi to gain a competence bonus on your attack and damage rolls as well as gain a dodge bonus to your AC; for every two chi expended you gain a +1 bonus on all the aforementioned abilities.
Spirit Sheath: When within 5 feet of an ally, the anchorite can expend chi as an immediate action to grant the ally a bonus to their AC; for every 6 chi expended the ally get a +1 resistance bonus.
Prerequisite: Chi Shield, Self Healing, Transference
Spirit Totem: Choose one animal. Now select one skill that the animal has ranks in; the chosen skill becomes an additional class skill for your anchorite class. In addition you may draw upon the power of the animal to gain a +1 racial bonus per 2 points of chi expended with the selected skill.
Spirit Up: By expending two points of chi as an immediate action, you make yourself immune to level drain for a number of rounds equal to your class level.
Swift as the Wind: By expending 6 chi as a standard action, you can use haste as a supernatural ability. Your caster level for this ability is equal to half your class level (minimum 1st).
Prerequisite: Speed Demon
Transference: You may heal one creature by an amount of hp equal to the amount of chi expended as a standard action.
Prerequisite: Self Healing
Walk On Water: By expending 10 chi as a swift action, you are able to walk on water as if using the spell water walk (with the exception that the duration is 1 min./level) as a supernatural ability. Your effective caster level is equal to your anchorite class level.
Prerequisite: Speed Demon
Water Bender: You are able to use any spell that has the water descriptor as a spell-like ability by expending an amount of chi equal to the spells level times three plus three. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the Anchorites Wisdom modifier. Your effective caster level is equal to your anchorite class level.
This is a base bending ability and it is mutually exclusive with all other base bending abilities.

Anchorite |

Intermediate Chi Abilities
Abiding Breath: The anchorite adds her class level to her Constitution check roll to continue holding her breath.
Prerequisite: Lasting Breath
Absorb Chi: When an opposing anchorite spends chi to affect you with one of their chi abilities your chi shield absorbs the affect and adds half the amount of chi expended in the effort to your chi pool.
Prerequisite: Chi Shield, Block Chi
Acid Resistance: The anchorite gains resistance to acid equal to her class level. This resistance improves by +1 for each level gained to a maximum of 20 at 20th level.
Prerequisite: Earth Bender
Anarchic Strike: By expending 2 points of chi as a move action, the anchorite infuses her unarmed strike with the power of chaos, making it chaotically aligned and thus bypasses corresponding damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
Prerequisite: Esoteric Strike, chaotic alignment
Ardurous Ascension: By expending four chi as a swift action, you are able to fly as if using the spell fly, with the exception that the effect only lasts one round. You may expend two chi each round thereafter as a free action in order to maintain this effect.
Prerequisite: Leap of the Heavens, Speed Demon
Aura of Courage: As a move action you can expend 2 chi to generate a 5' aura in which all allies within it gain a +4 morale bonus on saving throws against fear. For every two additional chi expended, the auras radius increases by an additional 5 feet.
Axiomatic Strike: By expending 2 points of chi as a move action, the anchorite infuses her unarmed strike with the power of law, making it law aligned and thus bypasses corresponding damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
Prerequisite: Esoteric Strike, lawful alignment
Channel Energy: The anchorite can release a wave of energy by channeling the power of the planes through her, making her spirit a conduit from which the energy is unleashed. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
Channeling positive energy deals damage to undead creatures or heals living creatures. Channeling negative energy deals damage to living creatures or heals undead creatures. Each time the anchorite uses this ability, she must decide which type of energy to channel.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the anchorite. The amount of damage dealt or healed is equal to Xd6, with the value X being equal to one for every three points of chi expended; the anchorite has a limit of the amount of dice allowed and this is equal to half her class level, to an absolute maximum of 10. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + half the anchorite’s class level + the anchorites Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total, all excess healing is lost.
Channeling energy is a standard action that does not provoke an attack of opportunity. The anchorite can choose whether or not to include herself in this effect.
Chi Blast: This ability functions like chi ball, but instead it targets all creatures within 30 feet of the anchorite.
Prerequisite: Chi Ball
Cold Resistance: The anchorite gains resistance to cold equal to her class level. This resistance improves by +1 for each level gained to a maximum of 20 at 20th level.
Prerequisite: Water Bender
Darksight: By expending 4 chi as a move action you can see in the dark as per darkvision, with a range of 30 feet.
Detect Thoughts: As a standard action you may expend 2 chi to use the spell Detect Thoughts as an extraordinary ability. The difference between this ability and the spell is that the area changes to a target (one creature or object), it can only be used on one target at a time and that the duration lasts only one round per class level.
Prerequisite: Wis 13, Perception 7 Ranks, Diplomacy 7 Ranks.
Efflux of Agility: As an immediate action, the anchorite can expend chi to gain a bonus to her Dexterity; for every six chi expended, the anchorite gains a +1 bonus to her Dexterity.
Efflux of Essence: As an immediate action, the anchorite can expend chi to gain a bonus to her Constitution; for every six chi expended, the anchorite gains a +1 bonus to her Constitution.
Efflux of Force: As an immediate action, the anchorite can expend chi to gain a bonus to her Strength; for every six chi expended, the anchorite gains a +1 bonus to her Strength.
Efflux of Influence: As an immediate action, the anchorite can expend chi to gain a bonus to her Charisma; for every six chi expended, the anchorite gains a +1 bonus to her Charisma.
Efflux of Insight:[/b] As an immediate action, the anchorite can expend chi to gain a bonus to her Wisdom; for every six chi expended, the anchorite gains a +1 bonus to her Wisdom.
Efflux of Understanding: As an immediate action, the anchorite can expend chi to gain a bonus to her Intelligence; for every six chi expended, the anchorite gains a +1 bonus to her Intelligence.
Elemental Attunement: As a standard action you can expend 4 chi you are able to protect yourself from the elements as if using the spell resist energy. Your caster level for this effect is equal to your anchorite level.
Elemental Form: You are able to assume the form of an element from the bending type you have chosen by expending ten chi as a standard action; this works like the spell Elemental Body I, with the anchorites caster level being equal to her class level.
Prerequisite: Air Bender, Earth Bender, Fire Bender or Water Bender
Electricity Resistance: The anchorite gains resistance to electricity equal to her class level. This resistance improves by +1 for each level gained to a maximum of 20 at 20th level.
Prerequisite: Air Bender
Fire Resistance: The anchorite gains resistance to fire equal to her class level. This resistance improves by +1 for each level gained to a maximum of 20 at 20th level.
Prerequisite: Fire Bender
Fists of Iron: As a move action the anchorite can expend chi to improve the damage die of her unarmed strike; for every 4 points expended, the anchorite is treated as being 4 levels higher than she actually is. This effect lasts for a number of rounds equal to half the anchorites class level.
Ghost Strike: By expending 2 points of chi as a move action, the anchorite treats her attacks as if it had the ghost touch special weapon ability. This effect lasts for a number of rounds equal to the anchorites class level.
Holy Strike: By expending 2 points of chi as a move action, the anchorite infuses her unarmed strike with holy power, making it good aligned and thus bypasses corresponding damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
Prerequisite: Esoteric Strike, good alignment
Improved Air Bending: You are able to use any spell that has the air descriptor as a spell-like ability by expending an amount of chi equal to the spells level times two plus two.
Prerequisite: Air Bender
Improved Earth Bending: You are able to use any spell that has the earth descriptor as a spell-like ability by expending an amount of chi equal to the spells level times two plus two.
Prerequisite: Earth Bender
Improved Fire Bending: You are able to use any spell that has the fire descriptor as a spell-like ability by expending an amount of chi equal to the spells level times two plus two.
Prerequisite: Fire Bender
Improved Luminous Corona: By expending 4 chi as a standard action the area around the anchorite is lit up as if she were carrying a hooded lantern. This effect lasts for one hour; the anchorite may suppress or resume this effect as a move action.
Prerequisite: Luminous Corona
Improved Water Bending: You are able to use any spell that has the water descriptor as a spell-like ability by expending an amount of chi equal to the spells level times two plus two.
Prerequisite: Water Bender
Know Weakness: This extended form of assess threat allows the anchorite to scan the target creature and pinpoint any weaknesses it might have. The GM must reveal to the character privately any vulnerabilities the target creature may have.
Prerequisite: Assess Threat
Leap of the Heavens: As a swift action you can expend four chi to count as having a running start when making jump checks when using Acrobatics.
Multifarious Mask: By expending four chi as a swift action, you are able to alter your appearance as if using the spell alter self (with the exception that the effect only lasts one minute). You may expend four chi each minute thereafter as a free action in order to maintain this effect.
Rapturous Radiance: Undead that are within the radius of your luminous corona take 1D4 points of damage for every round they remain in it.
Prerequisite: Channel Energy, Luminous Corona
Repletion: By expending 2 chi the anchorite can sustain herself without the need for food or drink for drink for 24 hours.
Shadow Sight: As a swift action you can expend four chi you are able to perceive (that is, you are able to see into) the Eternal Twilight for one round. You are easily able to distinguish the difference between creatures on the eternal twilight and those on the prime material plane, due to the fact that creatures on the eternal twilight appear translucent and indistinct. You may expend two chi each round thereafter as a free action in order to maintain this effect.
Prerequisite: Heightened Perception
Spirit Form: As a full round action the anchorite can expend 12 chi to transform herself into a being of pure energy; this makes the anchorite incorporeal for a number of rounds equal to half the anchorite's class level.
While incorporeal, the anchorite gains the advantages of the incorporeal subtype (see the Incorporeal description under the Universal Monster Rules in the Pathfinder Bestiary).
Strength of Mind: By expending chi as a swift action you become immune to stunning and sleep spells and effects; this immunity lasts for a number of rounds equal to half the amount of chi expended.
Twin Beams: This functions like chi beam, except that the damage inflicted functions like extra chi ball.
Prerequisite: Chi Ball, Chi Beam, Extra Chi Ball
Unholy Offensive: By expending 2 points of chi as a move action, the anchorite infuses her unarmed strike with unholy power, making it evil aligned and thus bypasses corresponding damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
Prerequisite: Esoteric Strike, evil alignment

Anchorite |

Advanced Chi Abilities
Absolute Lucidity: By expending 10 chi as an immediate action, the anchorite sees the truth in all things to a range of 120 feet for a number of rounds equal to half her class level.
You can see through solid objects no thicker than 1 inch for every 2 class levels. This ability allows the anchorite to pierce concealment, including that caused by fog and the like. Her vision pierces mundane disguises, spot creatures that are simply hiding and notice secret doors hidden by mundane means; the anchorite gains a +20 insight bonus on her Spot check. This ability extends through magical and psionic powers or devices that further extend seeing or viewing, so she can use the benefits of this ability with clairaudience/clairvoyance or remote viewing if these methods are available to her.
Abundant Step: By expending eight chi, you are able to magically slip between spaces, as if using the spell dimension door. Your caster level for this effect is equal to your anchorite level. You cannot take other creatures with you when you use this ability. Using this ability is a move action.
Acid Immunity: The anchorite gains immunity to acid.
Prerequisite: Acid Resistance, Earth Bender, Level 20.
Adamantine Strike: By expending 2 points of chi as a move action, the anchorite treats her unarmed attacks as if made of adamantine for the purpose of overcoming damage reduction and bypassing hardness. This effect lasts for a number of rounds equal to the anchorites class level.
Prerequisite: Esoteric Strike
Advanced Elemental Form: As a standard action you can expend chi to assume a larger elemental form; this functions like the various elemental body spells. This power is a supernatural ability and the amount of chi you are required to expend is equal to the spells level times four.
Prerequisite: Elemental Form
Breathless: As an immediate action, the anchorite can expend four chi to gain control of her respiratory system and can negate her need to breathe for a number of rounds equal to her class level.
Prerequisite: Abiding Breath, Lasting Breath
Cognizance Retention: By expending 10 chi as a full round action the anchorite can call upon the memories of any intelligent creature who is alive or who has ever lived for 1 round per class level. During this time, the creature’s personality takes control of the anchorite’s body. Anchorites use this ability to allow their allies to speak with and ask questions of the possessing memory (often that of an ancestor, absent friend, or other well-known figure). If the possessing memory seeks to say or do something against the anchorite’s will, the anchorite may attempt a Will saving throw (DC 20) to prevent it.
Cold Immunity: The anchorite gains immunity to cold.
Prerequisite: Cold Resistance, Water Bender, Level 20.
Critical Strike: By expending four chi the anchorite can confirm a critical hit without needing to make the second roll to do so.
Electricity Immunity: The anchorite gains immunity to electricity.
Prerequisite: Electricity Resistance, Air Bender, Level 20.
Elemental Chi: When using chi ball or any other derivative ability you may lace the attack with one type of elemental energy of your choice (acid, cold, fire, force). Your attack physically manifests itself oozing with the desired element and deals half elemental damage and half force damage.
Prerequisite: Elemental Attunement or appropriate base bending ability
Final Strike: The anchorite can use their remaining chi to make an attack against a single designated opponent. The designated target takes XDY+Z damage, with X being the anchorite's Constitution score, Y being the anchorites unfettered damage die and Z being the amount of chi left in the anchorite's chi pool. The anchorite must concentrate on this power for one full round before unleashing it and afterwards has their Constitution drained to 0.
Prerequisite: Chi Ball, Chi Blast, Chi Flame
Fire Immunity: The anchorite gains immunity to fire.
Prerequisite: Fire Resistance, Fire Bender, Level 20.
Greater Efflux of Agility: As an immediate action, the anchorite can expend chi to gain a bonus to her Dexterity; for every six chi expended, the anchorite gains a +1 bonus to her Dexterity.
Prerequisite: Efflux of Agility
Greater Efflux of Essence: As an immediate action, the anchorite can expend chi to gain a bonus to her Constitution; for every 3 chi expended, the anchorite gains a +1 bonus to her Constitution.
Prerequisite: Efflux of Essence
Greater Efflux of Force: As an immediate action, the anchorite can expend chi to gain a bonus to her Strength; for every 3 chi expended, the anchorite gains a +1 bonus to her Strength.
Prerequisite: Efflux of Force
Greater Efflux of Influence: As an immediate action, the anchorite can expend chi to gain a bonus to her Charisma; for every 3 chi expended, the anchorite gains a +1 bonus to her Charisma.
Prerequisite: Efflux of Influence
Greater Efflux of Insight: As an immediate action, the anchorite can expend chi to gain a bonus to her Wisdom; for every 3 chi expended, the anchorite gains a +1 bonus to her Wisdom.
Prerequisite: Efflux of Insight
Greater Efflux of Understanding: As an immediate action, the anchorite can expend chi to gain a bonus to her Intelligence; for every 3 chi expended, the anchorite gains a +1 bonus to her Intelligence.
Prerequisite: Efflux of Understanding
Greater Luminous Corona: By expending 4 chi as a standard action the area around the anchorite is lit up as if she were carrying a bullseye lantern. This effect lasts for one hour; the anchorite may suppress or resume this effect as a move action.
Prerequisite: Luminous Corona, Improved Luminous Corona
Healing Wind: As an immediate action, you may expend chi to summon a rain of positive energy that falls on all creatures within a 60 foot radius of yourself. Living creatures caught within the affect of this ability are healed and undead creatures take damage by an amount equal to the amount of chi you expend.
Prerequisite: Channel Energy, Self Healing, Transference
Improved Darksight: By expending 4 chi as a move action you can see in the dark as per darkvision, with a range of 60 feet.
Prerequisite: Darksight
Lifeshield: By expending 10 chi as a standard action, you become immune to planar energies. For a number of rounds equal to half your class level, you can neither be healed by positive energy or harmed by negative energy, or vice versa if you are an undead creature.
Master Air Bender: You are able to use any spell that has the air descriptor as a spell-like ability by expending an amount of chi equal to the spells level plus one. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier.
Prerequisite: Air Bender
Master Earth Bender: You are able to use any spell that has the earth descriptor as a spell-like ability by expending an amount of chi equal to the spells level plus one. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier.
Prerequisite: Air Bender
Master Fire Bender: You are able to use any spell that has the fire descriptor as a spell-like ability by expending an amount of chi equal to the spells level plus one. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier.
Prerequisite: Fire Bender
Master Water Bender: You are able to use any spell that has the water descriptor as a spell-like ability by expending an amount of chi equal to the spells level plus one. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier.
Prerequisite: Water Bender
Soulwarp Strike: By expending 4 chi as a standard action you channel necromantic energy into your unarmed strike. In addition to the normal unarmed damage dealt, you render any living creature struck by your attack as nauseated for the remainder of the round plus the next round.
Prerequisite: Channel Energy
Telepathy: As a standard action you can expend 5 to use the spell Telepathic Bond as an extraordinary ability. The difference between this ability and the spell is that you can only form a telepathic bond with one creature and that the duration lasts only one round per class level. The anchorite can expend extra chi to create a telepathic bond with more than one creature; for every extra 5 chi expended the bond is shared with one additional creature.
Prerequisite: Detect Thoughts
Telestic Ascension: As ardurous ascension, except that you fly as if using the spell overland flight and that as long as the ability is in effect, a pair of translucent wings appears to be carrying you aloft.
Prerequisite: Ardurous Ascension, Leap of the Heavens, Speed Demon.