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1.

Samurai
Prerequisites: 18 STR, Code of Honor (with a minimum of 5 points of honor), Power Attack,
Cleave, Air Cutter, Weapon Proficiency:Swords

1. Iaijutsu [Stance/Misc]:
You may sheath and unsheathe a weapon as a swift action at all times. You may declare that
you are taking your Iaijutsu stance and take a +4 on defense. If an opponent attacks and
misses, you immediately do a d6 of damage without DR.
2. Revenge Target [Stance/Misc]:
If a person breaks a tenet of your Code of Honor (discluding weapon choice, certain foods and
tools, and fighting an unarmed opponent) you may declare that you are taking your Revenge
Target stance. You gain a +4 on Attack, a +4 on Defense, and an extra d6 of damage when
fighting the opponent that is your Target. Revenge and Revenge Target stack. You may only
have one Revenge Target at a time.
3. Final Stroke [Damage]
The Samurai may declare to his opponent that he wishes to make the next attack the final
stroke. A Samurai targeted by Final Stroke may not decline a Final Stroke. Both parties
immediately make an attack roll as an auto crit, with an extra 2d6 of damage. A non-Samurai
may deny the final stroke but is allowed to accept. A character without the Final Stroke feat
does not gain the benefits of the feat beyond the auto-crit. If you die or are knocked
unconscious in the process of a Final Stroke, the winner immediately makes a sunder check
versus all swords and weapons carried by the opponent and all items on the person. Both
parties are treated as fatigued if not killed or knocked unconscious.
4. One Sword Slash [Damage]
A Samurai at less than a quarter health may declare a One Sword Slash as their next attack.
Their next attack (if it hits) is treated as an auto-crit but immediately afterward, the Samurai is
fatigued.
5.Deity Form [Stance]
The Samurai uses his force of will to manifest a battle form that is immensely stronger than their
normal fighting style. They gain a +4 to attack, a +4 to defense, and an extra +2d6 of damage.
The form only lasts as long as you make a will save against a DC of 30. If you fail, you must
make an additional will save against a DC of 25 and if they fail, they immediately go unconcious.

2. Behemoth
Prerequisites: Large or Above, 20 STR, 20 CON, Improved Rage, Improved Bull Rush

1. Used to their Size: The Behemoth loses their negative to DEX from being Large.
2. Tough Skin: Double your HP and add half your DR to your original DR.
3. Rage Boost: You are now treated as a size category larger while raging. You also gain
an additional +2 to STR and +2 to CON.
4.Gigantic: You do not have to make STR checks while lifting objects. This even includes
objects of a higher size category than you. You may also treat objects as improvised weapons
which do a d6 for every size category they are above Small. The objects also have a limited
usage, of up to half the size categories they are above small.
5.Too Big to Care: You may ignore attacks from people 2 levels or more below you.

3. Pacifista
Prerequisites: Cyborg, Human, Kuja, or Kumate 18 STR, 18 CON
Special Prerequisites: Must be worked on by Scientist with Create Powered Suit, Cyborg
Surgery, Cyborg Repairman, and Powered Suit Mastery. Scientist must also make a successful
Invent roll with a DC of 35.
(Race immediately changes to Cyborg if successful)

1. Mechanical Body: Increase size category by 1-2 steps, Gain 2 STR along with bonus
from size increase. Increase DR by 4. Gain a ranged attack (Light Blast) with a damage
of 5d6 and a crit range of 19-20.
2. Losing Humanity: Gain a cyborg implant with the following description:
Scanner: You immediately can register if a person has a bounty if looking directly at you. If you
wish to register a bounty without being able to see a person’s face, make a Spot Check with a
DC of 20.
After gaining this feature, you lose your favored ranks in Perform and Bluff and also lose any
stat bonuses to these two skills. You may choose two new places to put your favored skill ranks
in.
3. Increased Physical Prowess: Increase your movement range by 10. You may also take 20
on any jump check. Increase your DR by 4. When your hit points are at a negative value equal
to your maximum hit points, you die.
4. Weaponized Human: Immediately gain 3 cyborg implants. Increase your DR by 4.
5.What is this Thing you call Human?: You no longer have to make fortitude checks. You no
longer have to make will checks. Your DR increases by 4. You lose any favored skill ranks you
have in Sense Motive, Diplomacy, and Gather Information. You no longer get stat bonuses to
those three skills.
4. Martial Master
Prereqs: Brawler, Flurry of Blows, Power Attack, Mobility, Lunge, No Devil Fruit Feats
1. SIGNATURE TECHNIQUE (Misc): Work with your GM to create the mechanics of your
martial style’s signature techniques as if it was a Devil Fruit. Gain a Signature Technique
for every 2 levels, created as if you started from level 1. This can be a Stance, a
damaging effect, or even a more miscellaneous feat.
2. ULTIMATE FLURRY OF BLOWS (Damage): Flurry of Blows is now reduced to a -1 per
attack done in the flurry. You also gain +2 damage for each attack for every attack that
hits.
3. ULTIMATE POWER ATTACK (Damage): You gain a free +5 damage when using a
Power Attack but must subtract at least 2 from your Attack Roll for the sake of the Power
Attack to gain the +5.
4. MARTIAL STUDY (Misc): You immediately gain a new skill, “Martial Study”. Treat it as a
favored skill with the amount of ranks in skills that you have at your level. You can roll
Martial Study to determine the exact style and level that an opponent is at in a martial art
with a DC of 20 for standard styles and 30 for a unique style.
5. ULTIMATE TECHNIQUE (Stance or Damage): Create an ultimate technique with your
GM as if you were creating an extra Devil Fruit Feat. You gain a new ultimate technique
every 5 levels, and feats are created as if you started from level 1.

5. Ultimate Scientist
Prereqs: Devil Fruit Research,Powered Suit Mastery, Discern Devil Fruits, Minion, Grand Line
Phenomenon, Invent with 26 ranks
1. TO DEFY GOD (MISC): On an Invent DC of (35), you may bring the dead back to life! If
used on a player character or important NPC, they lose one level and any bonuses they
gained from those levels. If used on a random dead body, roll a d10. This will be the
character’s level. Design the character as if they were at the level you rolled.
2. TO DEFY LIFE (MISC): On an invent DC of (25), you may use dead or alive bodies to
create Cyborgs. They immediately gain cyborg implants up to their levels.
3. THE ULTIMATE MACHINE (MISC): You no longer have to make rolls to create Pacifista.
4. TO DEFY SCIENCE (MISC): You may now take cyborg implants as if you were a cyborg
without becoming one. You take them up to your levels.
5. TO DEFY CREATION (MISC): You may now perform the impossible: the creation of life.
You can create a being with your true power of SCIENCE! This “child” rolls a d10+5 and
is at that level. Create a character as if they were at the level you rolled.

6. True Mystic
Prereqs: Be trained in scrying at some point in time, WIS and INT of 18 each
1 .Future Sight: Make an Intuition check with a DC of 20 as long as you have a crystal ball with
you. The GM will tell you about your future vision if you succeed. The GM is encouraged to be
vague as this enables the players to change their fates much more readily. The time period of
the vision should be left out.
2. Bonus Feat
3. Advanced Future Sight: The user of Future Sight may now use this ability during battle. If they
foresee an attack, they get a +2 to dodging it.
4. Bonus Feat
5. Ultimate Future Sight: You may now foresee the time period that an event will occur. You get
a +1 on actions to prevent that vision.

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