Sixth Pillar
The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells.
Sixth Pillar Dedication Feat 10
Prerequisites Dexterity +2, expert in Acrobatics, able to cast spells
You use your physical discipline to channel your magic. If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in Athletics, or in another trained skill if you were already expert in Athletics.
Source: Pathfinder Fists of the Ruby Phoenix Hardcover Compilation
Maneuvering Spell Feat 12
Trigger You begin to Cast a Spell that requires at least 2 actions to cast.
You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You Step, Leap, or Stand. This action can be before or after you Cast the Spell.
Source: Pathfinder #167: Ready? Fight!
Six Pillars Stance Feat 12
Requirements You are unarmored.
You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the concentrate or manipulate traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed Strikes gain a +1 circumstance bonus to damage.
Source: Pathfinder Fists of the Ruby Phoenix Hardcover Compilation
Sixth Pillar Mastery Feat 14
You align your magical and physical potential. Whenever you succeed at an unarmed Strike against an opponent, they have a -1 status penalty to saves against your spells until the start of your next turn. Whenever you cast a spell using spell slots, you gain a +1 status bonus to attack rolls with your unarmed Strikes until the start of your next turn.
Source: Pathfinder Fists of the Ruby Phoenix Hardcover Compilation
Touch Focus Feat 16
Trigger You begin to Cast a Spell that requires a spell attack roll.
You can redirect a spell's power through you to deliver it within striking distance. If your next action is to Cast a Spell with 1 or more targets and a range farther than touch, you change the range to touch. You gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. As long as your spell attack is successful, the target is knocked Prone in addition to the spell's normal effects.
Source: Pathfinder Fists of the Ruby Phoenix Hardcover Compilation
Sixth Pillar Feats
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Sixth Pillar Dedication | 10 | Uncommon | |
| Maneuvering Spell | 12 | Common | |
| Six Pillars Stance | 12 | Common | |
| Sixth Pillar Mastery | 14 | Common | |
| Touch Focus | 16 | Common |