Chakra Champion (Monk Archetype)

A chakra champion embraces the power centers from root and sacral up to brow and crown, mastering the mysterious kundalini serpent-fire as an energetic flow and a conduit for raw ki entering her body and arising back out into the universe.

### Chakra Study

A chakra champion gains Chakra Initiate as a bonus feat at 1st level, and she adds one half her monk level (minimum +1 level) to her total character level to determine which chakras she can open, allowing her to open her root chakra at 1st level. She may select Chakra Adept and Chakra Master at later levels in place of the monk bonus feats normally allowed. She need not meet prerequisites for these feats.

This replaces the bonus feat normally gained at 1st level and alters bonus feats.

### Disharmonious Flux (Su)

A chakra champion can create disrupt the flow of natural energies in a living creature’s chakras. After making a successful melee touch attack (dealing no damage) or unarmed strike, she can trigger this disharmonious flux once per round as a free action, forcing the target to attempt a Will save (DC 10 + 1/2 the chakra champion’s monk level + his Wisdom modifier) or take a ─2 penalty on either Fortitude, Reflex, or Will saves, as chosen by the chakra champion, for a number of rounds equal to her Wisdom modifier. These penalties do not stack. The penalty increases to ─3 at 8th level and ─4 at 16th level.

In addition, at 4th, 12th, and 20th level the chakra champion can select one of the following additional effects that applies to creatures failing their saving throw against her disharmonious flux. The chakra champion chooses one option each time, and the choice can’t be changed later, nor can she choose the same option more than once unless otherwise noted. All of the selected effects affect the target as long as it is affected by the chakra champion’s disharmonious flux.

*Allure*: The disharmonious flux penalty also applies on initiative checks and Perception checks.

*Disorientation*: The disharmonious flux penalty also applies on attack rolls.

*Disquiet*: The target of the disharmonious flux is shaken while in areas of total darkness.

*Infiltration*: The disharmonious flux penalty also applies on the target’s Perception checks and to their CMD.

*Lethality*: The disharmonious flux penalty also applies to the target’s Fortitude saves versus poison and diseases.

*Oscillation*: The target of the disharmonious flux treats all enemies beyond 30 feet (except the chakra champion) as having concealment (20% miss chance).

*Paranoia*: The target of the disharmonious flux rolls twice on all Will saves versus fear, taking the lower result.

*Psychic Inception*: The disharmonious flux and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his disharmonious flux; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect.

Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.

*Restriction*: The target of the disharmonious flux treats all areas of dim light or darker as difficult terrain.

*Sabotage*: The disharmonious flux penalty also applies to Diplomacy and Intimidate checks.

*Sapped Magic*: The disharmonious flux penalty also applies to the DCs of spells and spell-like abilities used by the target, and to the target’s spell resistance (if any).

*Sluggishness*: The target of the disharmonious flux has all of its speeds reduced by 5 feet (to a minimum of 5 feet), and the disharmonious flux penalty also applies to the target’s Reflex saving throws.

*Susceptibility*: The disharmonious flux penalty also applies to the target’s Sense Motive checks to oppose Bluff checks, and to the DCs of Diplomacy and Intimidate checks made against the target.

*Timidity*: The disharmonious flux penalty also applies on damage rolls.

This replaces stunning fist.

### Focused Chakra (Ex)

At 4th level, a chakra champion adds 1 point to her pool of serpent-fire ki gained from her Chakra Initiate feat, plus 1 additional point for every 4 levels after 4th. In addition, when a chakra champion awakens or maintains her chakras, she gains a luck bonus equal to one-half her monk level on saving throws made to withstand the dangerous effects of the serpent-fire. This replaces slow fall and the ability to spend ki to make an extra attack when performing a flurry of blows.

### Unfolding Awareness (Su)

At 7th level, when a chakra champion awakens or maintains a chakra, she may increase the save DC of her disharmonious flux by 1 until the end of her next turn, or she may choose to gain a +1 insight bonus until the beginning of her next turn to her AC or on attack rolls, skill checks, or saving throws. This bonus increases by 1 for every 3 levels after 7th, to a maximum of +5 at 19th level. This replaces wholeness of body.

### Resilient Chakra (Ex)

At 9th level, once per minute a chakra master can maintain any open chakras for 1 round without spending a swift action, spending ki, or making a saving throw. When a chakra master maintains her chakras as a swift action without opening a new chakra, she can attempt both a Fortitude and a Will save and select the better result, and any chakra ability she uses until the end of her turn whose effect depends on the number of chakras she has open functions as if her number of open chakras was increased by 50%.

If she stops maintaining her chakras, on the first round her highest chakra closes and each round thereafter 1d3 additional chakras close. As long as any of her chakras remain open, she can use a chakra ability from an open chakra as a swift action. Once all chakras have closed, she must spend ki again to reopen her root chakra. This replaces improved evasion.

### Flow of the Heart (Su)

At 11th level, a chakra champion can open her heart chakra without first awakening her root, sacral, or navel chakra, dividing the healing provided between herself and an adjacent ally. If this healing removes a condition, as described Chapter 5: Occult Rules of Pathfinder Roleplaying Game Occult Adventures, that condition is removed from the chakra champion and that ally. The chakra champion may spend an additional ki point to negate blindness, deafness, disease, or poisoning. This replaces diamond body.

### Kundalini Purge (Su)

At 12th level, after making a successful melee touch attack (dealing no damage) or unarmed strike, a chakra champion can disrupt the ability of the target to manage and process is natural flow of spiritfire energy. The target must succeed on a Will save (DC 10 + 1/2 the chakra champion’s monk level + his Wisdom modifier) or become staggered and unable to spend points from any ki pool it may possess for a number of rounds equal to the chakra champion’s Wisdom modifier (minimum 1). This replaces abundant step.

### Chakra Overload (Su)

At 15th level, if a chakra champion has opened at least two chakras, as a full-round action she can channel a number of points from her ki pool (and/or points of serpent-fire ki) equal to one-half the number of open chakras she has (minimum 1). This causes all of her chakras to close immediately (without any deleterious effect to the chakra champion) while unleashing one ray (range 30 feet) of purged residual energy from each of her open chakras. She can target these rays at a single creature or may spread them across multiple targets. Each ray that hits interrupts the target’s flow of life energies, inflicting 1 temporary negative level with a duration of 1 hour per level. If a creature’s total of temporary negative levels equals its Hit Dice, it dies. These temporary negative levels cannot be made permanent.

This replaces quivering palm.