Chaya Subclass
Channeler
“The body achieving perfect form is enlightenment itself.”
History
It is said that there is a current running through all things in the universe. The first mortals to sense it called it Aehterium (Aeht): the breath between atoms, the tension that holds form together, the silent hum of existence itself. Aeht is not magic drawn from leylines or divine favor. It is the intrinsic pulse of matter—the energy that binds molecules, gives weight to stone, and whispers through every living cell.
Those who first learned to listen called themselves the Aehterai. They developed the Kaiya—a martial discipline combining meditative stances with swift, precise strikes. Each Form embodied a principle. Each stance taught a truth about balance. The body was scripture; discipline was doctrine.
The Aehterai proved that Aeht could be felt, channeled, and directed by those who achieved harmony between their Elohim and their Material Form. They called this harmony the Unity, and when it is achieved, Aeht flows through the practitioner like water through an open channel.
Beneath an ancient mountain whose name has been forgotten, there exists an underground complex that predates all known civilizations. The Aehterai called this place the First Silence, and they believed Aeht naturally pooled here, drawn to some quality in the stone or some geometric truth in the architecture.
The path of a Channeler is not for the undisciplined. Initiates begin with the Kaiy'dasi Form, the foundation upon which all other Forms are built. Only when a student can sense their own internal Aeht are they permitted to learn Forms that extend that awareness outward.
These are the first Chaya—a word derived from the ancient possessive form Kaiy'a, meaning “one who walks the Kaiya” or “child of the path.” To be Chaya is to carry a lineage older than empires.
There are those who say Aeht casts a shadow. The Aehterai do not speak of what waits in that darkness.
Subclass Breakdown
Born from a tradition far older than any known City-State, the Channeler combines meditative philosophy with disciplined martial prowess. More than just fighters or warriors, they are the Aehterium they wield.
Base Class
Chaya
Core Ability
Agility / Cognition
Aptitude Dice
d6
MAB
6
Additional Aptitude
Gain one Crafting Toolkit & Skill Aptitude; +1 Crafting
Channeler's Unity
Aeht Points
Total: 10 + your Level + Agility Modifier
Short Rest: regain half (rounded up). Long Rest: fully restore.
Aeht Dice
Starts at 1d6. Deals Force Damage unless otherwise noted.
Aeht Focus Roll
1d20 + MAB. Used for subclass abilities that are not direct attacks.
Key Mechanics
Channeler Forms
Martial stances infused with Aeht energy. Only one active Form at a time. When a Form ends, spend 1 AP to extend it by 1 Round, suffering 1 Level of Exhaustion.
Disrupted (Debuff)
Target suffers the Confused Debuff and becomes Vulnerable to Physical Damage. Duration: Until the end of their next Turn, unless stated otherwise.
Martial Amplification
When an ability deals damage using your Subclass Dice, you can spend Subclass Points to add +1 Subclass Die to the damage roll per Point spent.
Core Subclass Feats
At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.
Sucker Punch
AP: 1 | RCore SynergyRange: 2 m. When an ally within Range makes an Attack Roll, you may add your Reflex Modifier to their roll.
Aehterium Burst
AP: 2 | CA | 2 Aeht PointsChannel Aeht within yourself, then slam the ground beneath you to release it in a violent burst of energy. Range: Self | Radius: 3 m. Force all creatures within the Radius to make a Fortitude Defense Roll against your Aeht Focus Roll. On failure, creatures are thrown back 3 m, fall Prone, and suffer the Disrupted Debuff.
Barrier
AP: 1 | QA | 2 Aeht PointsDraw the Aehterium to the surface of your skin and coalesce it into armor. Duration: Until THP is depleted or Unconscious. Gain +20 THP and Resistance to Non-Magical Physical Damage while the THP persists.
Hyper Striker
PassiveYou can make two Unarmed or Melee Attacks as part of a single Core Action Attack.
Kaiy’dasi Form
AP: 1 | QA/R | 3 Aeht PointsChannel Aeht into a fluid and destructive combat stance. Duration: 3 Rounds. While active: Add +1 Aeht Dice to all Damage Rolls. Modified Attack Rolls of 25+ are treated as Critical Hits.
Channeler’s Dodge | AP: 1 | QA/R | 1 Aeht Dice — Duration: End of your next Turn. While in Kaiy’dasi form: Gain +6 Speed. +1 to Reflex Defense Rolls. On a failed Reflex Defense Roll, take half damage. You do not provoke Opportunity Attacks.
At level 4, you may also choose one Specialized Character Refinement (SCR).
Completion of The Unity
All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.
Adept Path Choice
Choose your Adept Path—a specialization that reflects how you wield your power in its purest form. Your path grants abilities at levels 6, 8, and 10.
Path of the Kaiy’dahn
Those of the Kaiy’dahn are focused on the manipulation and coalescence of Aeht as an external force, one that is both defensive and offensive.
Passive: You can use the Parry Action with any Melee Weapon you wield, including your Physical Strike.
Projectile Reflection
AP: 1 | R | 1 Aeht PointWhen you are targeted with a Ranged Weapon Attack, channel concentrated Aeht within your palms and roll a Reflex Defense Roll against the attack. On success, the projectile is reflected back and the Attacker takes 1 Aeht Dice of damage and the Disrupted Debuff. On failure, you take damage as normal.
Level 8
Soaring Spikes
AP: 2 | CA | 1 Aeht PointHurl a razor-thin spike of focused Aeht through the air towards your target. Range: 15 m. Choose a target within Range and force them to make a Reflex Defense Roll against your Aeht Focus. On failure, the target takes 1 Aeht Dice of damage.
Level 10
Aeht Trap
AP: 2 | CA | 2 Aeht PointsDuration: 3 Rounds. Range: 10 m. Choose a target within Range and force them to make a Reflex Defense Roll against your Aeht Focus. On failure, they are Restrained and Disrupted for the Duration.
Path of the Kaiy’sen
Whatever the weapon, the Kaiy’sen make it an extension of their bodies and, most importantly, their Aeht.
Passive: Making an Opportunity Attack does not end the Brace Action early.
Kaiy’sen Strike
Form | AP: 2 | CA | 4 Aeht PointsDuration: 4 Rounds. While Active: All Melee Weapon Attacks and Physical Strikes are considered Magical for overcoming Resistances. Add +2 Aeht Dice to all Damage rolls. +1 to Will Defense Rolls.
Level 8
Over Here
AP: 1 | R | 2 Aeht PointsRange: 2 m. When a creature within Range makes a Melee Attack against an ally, you may force them to make a Will Defense Roll against your Aeht Focus. On failure, their attack is redirected to you and the damage halved.
Level 10
Let’s Dance
AP: 1 | R | # Aeht PointsWhen you take damage from an attack, you may reduce the damage by a number of Aeht Dice spent + your Endurance modifier. If you roll max on your Aeht Dice, you can make an attack against a target within Melee Range and deal the Aeht Dice’s damage. You may only make this attack once per Round.
Path of the Kaiy’ushu (Windstriker)
A Kaiy’ushu, or Windstriker, syncs to their environment’s inherent Aeht to become one with the air around them, using it to flawlessly enhance their natural movement and speed.
Passive: Your Melee Range increases by +1 m and gain Aptitude in Parkour.
Windstriker
Form | AP: 2 | CA | 4 Aeht PointsDuration: 4 Rounds. While Active: Opportunity Attacks may be made when a Target enters your Melee Range. Your Jump distance is doubled. You may add your Aptitude Dice to Reflex Defense Rolls.
Level 8
Airborne
AP: 1 | QA | 1 Aeht PointWhile Windstriker Form is active, use the Jump Action in a controlled arc up to your Movement Speed, ignoring obstacles and Challenging Terrain. This movement consumes your full movement for the Round. You may still provoke Opportunity Attacks, but your movement cannot be interrupted or reduced.
Level 10
Leaf on the Wind
PassiveYou take no fall damage from 20 m or less and fall damage beyond 20 m is halved. Standing from Prone costs no movement. When using Airborne you can take one creature that is your size or smaller with you.
Adept Bracket Pool
At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.
Defense & Offensive Feats
Aeht Telekinesis
AP: 1 | QA | # Aeht PointsRange: 15 m. Telekinetically lift an object within Range. Small (<5 kg): 2 Aeht Points, 2 Aeht Dice. Medium (<20 kg): 4 Aeht Points, 3 Aeht Dice. Large (<50 kg): 6 Aeht Points, 4 Aeht Dice. On hit with a Large object, the Target suffers the Disrupted Debuff.
Frightening Stance
AP: 2 | CA | 2 Aeht DiceWhen any Form is active, make a Physical Strike or Melee Weapon Attack. On hit, deal +2 Aeht Dice of Damage and the Target is Frightened of you until the end of their next Turn.
Molecular Disruption
AP: 1 | QA | 2 Aeht DiceWhen any Form is active. Range: 3 m. Target a creature within Range and force a Fortitude Defense Roll against your Aeht Focus Roll. On failure, target suffers 1 Aeht Dice of damage and is Disrupted for 2 Rounds.
Path-Specific Feats
Meteor Crash
AP: 2 | CA | 3 Aeht PointsKaiy’ushuRange: Self | Radius: 3 m. When using Airborne, slam down with explosive force. All creatures within Radius must make a Fortitude Defense Roll against your Aeht Focus Roll. On failure, creatures take 2 Aeht Dice of damage and are knocked Prone.
Redirection
PassiveKaiy’dahnRange: 5 m. On a successful Projectile Reflection you may select a different target within Range and force them to make a Reflex Defense Roll against your Aeht Focus Roll. On failure, the target takes 1 Aeht Dice of damage and the Disrupted Debuff.
Soaring Spikes Improvement
PassiveKaiy’dahnWhen using Soaring Spikes, add your Aptitude Dice to your Attack Roll.
Utility Feats
Adept Aeht Dice Upgrade
PassiveYour Aeht Dice are now 1d8 and you gain +2 to your Movement Speed.
Elemental Channeling
+1 Aeht PointYou may spend one extra Aeht point to change your Aeht Dice damage to: Thermal, Hydro, Electric, Cryo, or Sonic.
Extensive Training
PassiveAdd one Feat from any Adept Path you did not choose. You cannot take a Feat tied directly into another Feat on that same path.
Sharing Energy
AP: 1 | R | # Aeht PointsWhen an ally you can see makes a roll, grant them 1 Aeht Dice to add to it for each Aeht Point spent.
Wallrunner
PassiveWhile any Form is active, you no longer suffer Penalties to Speed. If you end your movement on a vertical surface, you do not fall—but suffer –3 to Defense Rolls until your next Turn.
Core Feat Upgrades
At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.
Sucker Punch Upgrade
PassiveIf your ally deals damage with the help of your Sucker Punch, they can add +1 Aeht Dice to the damage.
Aehterium Burst Upgrade
PassiveRadius increases from 3 m → 5 m. Can now be used as a Quick Action. Only affects hostile creatures.
Barrier Upgrade
PassiveTHP increases to 30. You can extend Barrier to encompass one ally within 3 m.
Channeler’s Dodge Upgrade
PassiveDuration: 2 Rounds. Range: 2 m. When activating Channeler’s Dodge, release a pulse of energy forcing all Hostile Creatures within Range to suffer the Disrupted Debuff for the Duration.
Hyper Striker Upgrade
PassiveOnce per Turn you can make one Core Action Attack as a Free Action.
Kaiy’dasi Form Upgrade
PassiveNow adds +2 Aeht Dice to all Damage Rolls.
Path to Mastery
At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15.
Aeht Correction
AP: 1 | RMaster SynergyRange: Melee Range. When an ally within Range misses on a Physical Strike or Melee Attack against a visible target, they can re-roll once.
Path of the Kaiy’baik
The Weave and Aehterium are two sides of the same coin. The Kaiy’baik know this and they know to be prepared when their threat comes with magic.
Passive: +2 Aeht Focus Rolls and +1 to Aptitude Points in the Magic Skill.
Weaver’s Bane
Form | AP: 2 | CA | 6 Aeht PointsMake their magic your own. Duration: 4 Rounds. While Active: You can make Opportunity Attacks against a creature when they Weave a Spell within Melee Range. You can make a Fortitude Defense Roll against Spells regardless of what the Spell calls for. On a successful Defense Roll against a Spell choose one for the Duration: +3 Movement Speed; All damage does +2 Aeht Dice; Melee attacks force a Will Defense Roll against your Aeht Focus—on failure, Disrupted Debuff.
Level 13
Draining Strike
AP: 1 | QA/R | 4 Aeht PointsWhile Weaver’s Bane Form is active, when you deal damage to a Spell Weaver, force a Fortitude Defense Roll against your Aeht Focus Roll. On failure, roll your Aeht Dice and drain ARC/Charges from the target equal to the roll.
Level 15
Magic Hound
AP: 2 | CA | 5 Aeht PointsDuration: 1 Hour. Range: 20 m. Sense those who have magic and magical objects. You can also focus on the specific magical signature of an individual you have met before and track them for the Duration, even out of Line-of-Sight. +1 on all Rolls dealing with that individual.
Path of the Kaiy’laen
Those who follow the Kaiy’laen know the Aehterium is made to enhance your physical prowess, not replace it.
Passive: While a Form is active and an ally heals you in combat, you gain +1 to Attack Rolls this Turn. Stacks to a maximum of +4.
Kaiy’dasi Flight
PassiveWhile Kaiy’dasi Form is active, you gain a Flying Speed equal to your Movement Speed. Once per Round, you can use Overcome as a Free Action.
Level 13
Damaging Defense
PassiveWhile Barrier is active any creature that deals damage to its THP takes 2 Aeht Dice.
Level 15
Aeht Strike
AP: 1 | QA/R | 8 Aeht PointsWhen you make a successful Physical Strike the target must make a Fortitude Defense Roll against your Aeht Focus Roll. On failure, the target takes 8 Aeht Dice of damage and suffers the Disrupted Debuff.
Path of the Kaiy’sahr
The Path of the Guarding Stone—they use their Aehterium to form themselves into the strongest sentries and protectors.
Passive: You gain Shadow Sight and Aptitude in one of: Insight, Awareness, Fight-or-Flight, or Rationalism. (If you already have Shadow Sight, choose a second Aptitude.)
Sentry
Form | AP: 2 | CA | 6 Aeht PointsDuration: 4 Rounds. While Active: You cannot be moved, Grappled, or Restrained against your will by a Non-Magical force. You act as Partial Cover for allies directly behind you. Hidden creatures attacking you do not get their Bonuses. You gain +2 to all Attack Rolls.
Level 13
Gargoyle Strike
PassiveWhile Sentry Form is active, when you make a successful Opportunity Attack, reduce the Target’s speed to 0 for the Round and they cannot make Reflex Defense Rolls against other attacks. If the target is within 1 m of an ally, that ally gains +2 to their next Attack Roll. On a successful Fortitude Defense Roll against an attack, you take no damage instead of half.
Level 15
Stoned Vigil
PassiveUpon Activating Barrier, add your MAB to its THP. Hostile creatures that move within your Melee Range for the first time provoke an Opportunity Attack. If you have no AP, you can attempt to Grapple them as a Free Action.
Master Bracket Pool
At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.
Defense & Offensive Feats
Combo Accelerator
PassiveWhen your Attack or Aeht Focus Roll exceeds the target’s Defense by five or more, your next Feat costs 1 less AP.
Path-Specific Feats
Magic Nullification
AP: 1 | R | 3 Aeht PointsKaiy’baikRange: 8 m. While Weaver’s Bane Form is active, if you see an ally within Range fail a Defense Roll against a Spell that inflicts damage, you can Nullify half of the damage.
Opportunistic Chance
PassiveKaiy’sahrWhile Sentry Form is active, add +1 Aeht Dice to damage made with an Opportunity Attack.
Utility Feats
Aehterium Scaling
AP: 1 | QA/R | 1 Aeht PointDuration: 10 minutes. Center your Aeht into your hands, allowing you to climb any vertical surface without climbing gear.
Channeler Jump
PassiveWhen performing the Jump Action, your distance is doubled and you can alter your direction mid-jump.
Dedicated Student
PassiveChoose three of the following skills to gain Aptitude in: Crafting, Critical Thinking, Linguistics, Recall, Rationalism, Technology, Faith, Magic, Naturalism, or Insight.
Extensive Training
PassiveAdd one Feat from any Master Path you did not choose. You cannot take a Feat tied directly into another Feat on that same path.
Grappler Libre
AP: 1 | QA/R | 8 Aeht PointsWhen you make a successful Physical Strike you can choose to Grapple a target up to one size larger than you.
Lightning Action
PassiveWithdraw costs 2 AP. Dodge costs 1 AP and can be used as a Quick Action or Reaction. Assist can be used as a Free Action once per Round.
Master Aeht Dice Upgrade
PassiveYour Aeht Dice are now 1d10. Increase any Ability Score by +2.
Momentum Pulse
AP: 1 | R | 1 Aeht PointRange: 3 m. When an ally moves within Range, infuse them with a burst of Aehterium, granting +4 Movement Speed until the end of the Round.
Nerve Pinch
AP: 1 | QA/R | 3 Aeht PointsDuration: 1 Round. When you make a successful Physical Strike, force a Fortitude Defense Roll against your Aeht Focus Roll. On failure, the creature is Incapacitated for the Duration.
Shadow of the Aeht
AP: 2 | CA | 5 Aeht PointsDuration: 1 minute. Pull your Aeht around you and become Invisible. Entering a Form or taking a Hostile Action ends Shadow of the Aeht early.
Off the Top Rope
PassiveWhen using the Jump Action you gain +2 to your next Attack Roll this Turn.
Pinnacle Path
At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your strength, granting abilities at levels 16, 18, and 20.
High-Cal Rounds
AP: 1 | RPinnacle SynergyWhen an ally within your Line-Of-Sight makes a Firearm Attack against a visible target, grant them: +2 to Attack and Damage Roll.
Path of the Kaiy’dara
Those who follow the Kaiy’dara tradition awaken to the realization that Aehterium is a chorus, not a weapon. Through harmonic convergence, they reshape the battlefield into a living frequency of protection and shared power.
Passive: Entering any Form costs a Quick Action instead of a Core Action.
Internal Harmony
AP: 2 | CA | # Aeht PointsDuration: 5 Rounds. Enter two Forms at once, combining the effects of both. Spend the total Aeht Point cost of both Forms. The Aeht Point cost of Form Feats is reduced by 1. You have Resistance to all Physical Damage and Force Damage. Your combined forms are considered a singular form allowing you to use Feats from both.
Level 18
Resonant Aeht
AP: 1 | QA | 5 Aeht PointsDuration: 3 Rounds. Range: 15 m. Choose one: Aeht Bound — Force a Target to make a Will Defense Roll; on failure, when you take damage they also suffer the same damage. Defense Sharing — Share a Resistance or Immunity with a touched ally; if hostile, steal one on failed Will save. Health & Wellness — When one target is healed, the other heals the same; excess HP becomes THP.
Level 20
Song of the Living Aeht
PassiveFinal UnityRadius: 10 m. When activating any Form, all allies within Range gain: +15 THP and Resistance to Ranged Weapon Damage; +3 Subclass Points; +4 to Defense Rolls against Area Effects; +3 Movement Speed; +1 AP.
Path of the Kaiy’ju
The Kaiy’ju is made for those who fight on the front lines, allowing them to become an army of one against the tides of their enemies. To fight the monsters, they must become one.
Passive: Ignore Strength requirements on Medium Armor. While in Kaiy’ju Form add 2 m to all Physical Strike and Melee Weapon Attacks.
Kaiy’ju Form
Form | AP: 2 | CA | 6 Aeht PointsYour Aehterium forms a spectral Colossi around you. Duration: 5 Rounds. Upon activation: Barrier activates for Free; you are considered a Size larger. While active: Lose –2 Movement Speed; +4 to your Fortitude Modifier; add your Fortitude Modifier to your Attack Rolls.
Level 18
Oppressive Strike
AP: 4 | CA | 10 Aeht PointsRange: Self | Radius: 7 m. While Kaiy’ju Form is active, slam down an attack against all creatures within Range, forcing a Fortitude Defense Roll against your Aeht Focus Roll. On failure, they are knocked Prone, suffer the Disrupted Debuff, and take 5 Aeht Dice of damage.
Level 20
The Guardian
AP: 1 | QA | 5 Aeht PointsFinal UnityRange: Self | Radius: 10 m. While Kaiy’ju Form is active, you are now two sizes larger. All allies within Range gain +20 THP, can add +1 Aeht Dice to all Defense Rolls, and gain +4 to Defense Rolls against your AoE attacks. You gain +4 Aeht Dice of damage to all Melee Weapon Attacks and Physical Strikes.
Path of the Kaiy’sul
To be unified with Aehterium is to know its creative power. What we wield is a mere fraction of what created the universe but it is still the stuff our souls are made of.
Passive: You gain Resistance to Miasmic Damage and your Aeht Dice do Holy Damage.
Elohim Projection
Form | AP: 2 | CA | 6 Aeht PointsDuration: 5 Rounds. Create a mirrored projection of your Elohim (your Kaiy’sul). It can teleport 3 m/Turn as a Free Action, has half your Aeht Points, half your Max HP (no THP, cannot be healed), your same Stats/Aptitudes/Initiative, and 3 AP. While Active: redirect damage to Kaiy’sul for 1 AP; switch places for 1 AP; both add +2 Aeht Dice to all damage.
Level 18
Mirror Soul
AP: 1 | QA | 3 Aeht PointsWhen activating Barrier, it forms as two spectral reflections within 1 m. Gain +4 to all Defense and Attack rolls while active. If Elohim Projection Form is active, your Kaiy’sul also benefits (but not the THP).
Level 20
Creative Spark
AP: 2 | CA | 9 Aeht PointsFinal UnityRange: 10 m. Dismiss your Kaiy’sul in an explosion forcing all hostile creatures within range to make a Fortitude Defense Roll against your Aeht Focus Roll. On failure, they take 8 Aeht Dice of Damage directly to HP and are Disrupted. On success, half damage.
Path of the Kaiy’zhan
The Kaiy’zhan do not bend Aeht—they rupture it. Masters of destructive compression, they channel chaos into controlled detonations, leaving gravity and form in fractured echoes behind them.
Passive: You gain Resistance to Gravitational Damage and your Aeht Dice now do Entropy Damage.
Distortion
AP: 2 | CA | 7 Aeht PointsDuration: 5 Rounds. Range: 3 m | Radius: 6 m. Distort the gravity around you, forcing hostile creatures to make a Fortitude Defense Roll against your Aeht Focus Roll. On failure, they take 4 Aeht Dice of damage, suffer the Disrupted debuff, speed is halved, and take 2 Aeht Dice each Turn for the Duration. The area becomes Challenging Terrain.
Level 18
Destructive Opportunity
AP: 1 | QA/R | 4 Aeht PointsRange: 8 m. When you make a successful Melee Weapon Attack or Physical Strike, force up to four creatures within Range of your original Target to make a Will Defense Roll against your Aeht Focus. On failure, they take 2 Aeht Dice of damage and suffer –4 to all Defense Rolls until end of their next Turn.
Level 20
Channeler of Dying Stars
AP: 1 | QA/R | 10 Aeht PointsFinal UnityDuration: 3 Rounds. Range: 6 m. When you deal damage, force the target to make a Defense Roll against your Aeht Focus. On failure: –4 to Defense Rolls; all healing halved (rest redirected to you or ally within Range); half Movement Speed; +3 Aeht Dice damage on all damage taken; your Attack Rolls against the Target are at +3; Overcome Action must roll twice, take lower.
Pinnacle Bracket Pool
At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.
Defense & Offensive Feats
Storm of the Fifth Thread
AP: 2 | CA | 5 Aeht PointsWhen any Form is active, make five Physical Strikes or Melee Weapon Attacks against a single Target. Each successive attack suffers –1 to Hit and +2 Aeht Dice to damage. If two Attacks hit, the Target suffers the Disrupted Debuff. If all five hit, the Target is also Stunned.
Path-Specific Feats
Kaiy’sul Overdrive
4 Aeht PointsKaiy’sulWhen summoning your Kaiy’sul, you may create a second one. Both start with your Max HP. You may only maintain 2 at once. Each consumes AP separately. Cannot benefit from healing or THP.
Leeching Impression
PassiveKaiy’sulIf the Kaiy’sul ends with remaining HP, regain 3 Aeht Points.
Kaiy’ju Backlash
PassiveKaiy’juIf Kaiy’ju Form and Barrier are both active, when a creature successfully hits you with a Melee Attack or Physical Strike, they take 3 Aeht Dice of Damage.
Helping Hand
PassiveKaiy’sulIf you and your Kaiy’sul successfully attack the same creature in the same Round, the target suffers the Disrupted Debuff and 1 Minor Injury of your choice.
Universal Connection
PassiveKaiy’sul / AllyWhen within 1 m of your Kaiy’sul or an ally, each of you gain +2 to all Rolls.
Utility Feats
Always a Dance
AP: 1 | QA/R | 2 Aeht PointsRange: Self | Radius: 5 m. When a creature within Range suffering from the Disrupted Debuff takes damage, you or an ally within Range can receive half of the damage back as healing. If it is healed, you can heal yourself or an ally for the same amount.
Better Barrier
PassiveBarrier now adds a +2 to all Defense Rolls against Melee Attacks or Ranged Attacks.
Extensive Training
PassiveAdd one Feat from any Pinnacle Path you did not choose. If you wish to take a level 20 Path Feat, you must wait until level 20. You cannot take a Feat tied directly into another Feat on that same path.
Pinnacle Aeht Dice Upgrade
PassiveYour Aeht Dice are now 1d12. Increase any Ability Score by +2.
Pinnacle Form
PassiveYou may extend a Form by 2 Rounds.
Resonance Transfer
PassiveRange: 5 m. When an ally within Range targets a creature suffering from the Disrupted Debuff they can add +3 Aeht Dice to their Damage.