The solution I decided to use was to give monks access to what are called katas: simple tricks that allow the monk to slightly alter the normal rules for a short amount of time. For instance, one monk might be able to fall slowly, taking no or reduced damage from falls; while another might be able to enhance unarmed strikes so that they can cut; and a third might be able to alter pheromones, becoming able to more easily manipulate both people and animals.
Then I decided: why should monks get all the fun? Some monk abilities are simply a change in mental state, which is very similar to a barbarian's rage ability. So, barbarians have the ability to use some katas as well. And naturally, so does the partial-caster equivalent to the barbarian, the shaman.
Some characters are able to learn techniques called katas. These are physical and mystical disciplines that produce a fixed effect over a fixed amount of time, inflicting a set amount of fatigue on their users.Unless some effect states otherwise, using a kata is an extraordinary ability.All katas have the following attributes:
- Name: The name of the kata.
- Keywords: These are words listed in square brackets after the kata name. These words are meaningless in themselves, but control how a kata interacts with other effects.
- Mind-Affecting: This keyword indicates that a kata does not influence creatures with no Intelligence score.
- Trance: This keyword indicates that a kata works by influencing the mind of its user. If the user is reduced to 0 Intelligence, the kata immediately ends.
- Mystical: This keyword indicates that a kata involves magical components. Treat the kata as a spell with one margin of success for purposes of dispelling effects.
- Language-Dependent: This keyword indicates that a kata involves language. The kata has no effect on creatures that do not share a language with the user.
- Space-Consuming: This keyword indicates that a kata requires that its user be able to perform large movements. If the user is helpless, grappled, grappling, or restrained, the kata immediately ends.
- Duration: How long the kata's effect lasts. A kata with a duration of “Concentration” lasts for as long as the user spends the listed number of ticks per round.
- Initiation: The number of ticks that must be spent in the same turn to begin the kata. This replaces a "Concentration" duration for that round.
- Fatigue: The number of fatigue factors the user takes when beginning the kata.