An allegient who belongs to the order of the five flowers has dedicated himself to meditation and training in the ancient arts of unarmed combat. Allegients of this order seek peace and serenity within, oneness with the inner being, and establish mental barriers against controlling influences. This order complements the Wushu Warrior multiclass archetype.
Edicts: Based on a belief that all religions share a common, positive essence. The Order of Five Flowers encourages tolerance and understanding of other religions. All religions should reside everywhere, for all of them desire self-control and purity of heart. [ Though here no living beings are to be slaughtered nor should thinking beings be offered in sacrifice.] The Order of Five Flowers takes great care of the welfare of their Dharmic brethren (human and animal). They actively spreading the use (and knowledge) of medicinal treatments, (or herbal knowledge from which the order earned its name) improving roadside facilities for more comfortable travel, and establishing "officers of the faith" throughout Arkos to increase the welfare of the population and the propagation of 'the Dharma'.
Challenge: Whenever an allegiant in the order of the five flowers issues a challenge, he receives a +1 morale bonus to his Armor Class against attacks made against him by the target of his challenge. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the character possesses. Furthermore, the allegient gains a +2 morale bonus on opposing Perception and Sense Motive checks against the target of his challenge.
Skills: An order of the five flowers allegient adds Expert Knowledge (Transcendence) (Int) and Expert Knowledge (Mythic Guardians) to his list of class skills. An order of the five flowers allegient can make Sense Motive skill checks untrained. Though as long as he has one rank in Sense motive he receives a bonus equal to 1/2 his level (minimum +1).
Order Abilities: Belonging to the order of the five flowers gains the following abilities as he increases in level.
- Still Mind (Ex): At 2nd level, the allegient gains a +1 bonus on saving throws against enchantment spells and effects, and an additional +1 bonus every four level thereafter, to a maximum of +5 at 18th level.
- Ki Pool (Su): At 8th level, the character a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the characters ki pool is equal to 1/4 his level + his Wisdom modifier.
As long as he has at least 1 point in his ki pool, and the unarmed strike feat (including the monk’s unarmed strike ability), he can make a ki strike.
At 8th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
At 12th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 18th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
If the character does not have the unarmed strike feat or the monk’s unarmed strike ability, these abilities have no effect.
In addition, he can spend 1 point to increase his speed by 20 feet for 1 round.
Finally, the character can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
- Quivering Palm (Su): At 15th level, by spending 4 points of his ki pool, the character can set up vibrations within the body of another creature that can thereafter be fatal if the character so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his unarmed attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the character strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the character can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to 1/2 his allegient level.
To make such an attempt, the character merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 level + Wis modifier), it endures 4 x their unarmed damage unmodified by DR. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A character can have no more than 1 quivering palm in effect at one time. If a character uses quivering palm while another is still in effect, the previous effect is negated. If the character does not have the unarmed strike feat or the monk’s unarmed strike ability, this ability has no effect.