TEXT: DREAM•ENGINEER
  
  Published by Dream-Engineer. 
  Copyright © 2019 by Corry T. Fitchpatric.
  Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.
  com/pathfinder to learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not en-
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  is a registered trademark of Dream-Engineer.
  All rights reserved.
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  com/pathfinder/compatibility for more information on this license. 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Ste-
  phen Radney-MacFarland, and Mark Seifter. 
  
  TABLE OF CONTENTS
  INTRODUCTION
  1
  Introduction to the destroyer class including initial proficiencies, 
  hit points, and key abilities.
  CLASS FEATURES 
  3
  All the abilities you gain as a destroyer.
  DESTROYER FEATS
  8
  Descriptions of all the feats you can gain as a destroyer.
  TAIJIKI SPELLS
  20
  Descriptions of all the taijiki spells you can learn as a destroyer.
  MULTICLASSING 
  25
  Rules and feats for characters of other classes who are called to 
  serve the universe.
  DESIGNER
  Corry T. Fitchpatric
  DEVELOPER
  Corry T. Fitchpatric
  LOGO DESIGN
  Mark C. Dudley
  COVER ARTIST
  Avery Ferdinand
  INTERIOR ARTIST
  Luigi Teruel
  REVIEWER
  Ryan C. Morse
  PRONOUNCIATION KEY
  Bahaurang (Baw•haw•rang)
  Dunjiki (Done•jee•kee)
  Taijiki (Tie•jee•kee)
  Wujiki (Woo•jee•kee)
  
  taijiki (tie•jee•kee)
  NOUN
  1. 
  the eternal life force of the universe, that provides the life force for all living beings
  2. 
  the inner life force of a creature
  " While monks prefer the term 'ki', destroyers prefer the term 'taijiki' when referring to 
  one's life force."
  
  INTRODUCTION
  ______________________________________________________________________________________________________________________________________________________________________
  Evil causes pain to taijiki, the life force that flows through all living things in the universe. 
  Eventually, this triggered a retributive reflex, bringing into existence Bahaurang the Venge-
  ful Aspect of the Universe. It constantly searches the universe for perfect candidates—
  those who hate evil, cherish law and order, and are willing to fight to make things right—
  to turn into agents of its fury. You were chosen.
  Destroyers come from all walks of life. The farmer? The traveling merchant? The prince? 
  The bartender? Evil never knows who you are until you make your move.
  In combat, instead of hacking and slashing, or blasting your way through foes, you are a 
  “rogue” warrior. You rely on perception to discern what foes are going to do, so you can 
  attack, defend, and move with perfect timing, undoing them with minimal effort. And you 
  might choose to use devious, taijiki magic to give them bizarre and crippling conditions.
  Bahaurang required a simple oath from you: Do not teach the martial arts you were 
  taught; use your abilities to make the world better. Thus, you are free to engage in many 
  lifestyles and causes. While some destroyers use this as justification to become tyrants 
  “for the greater good”, most lead good lives. 
  Perhaps you’ll settle in a community using your skills to keep it safe. Or, travel the world, 
  even other planes, in constant search of formidable evil opponents to test your abilities. 
  Maybe you’ll work solo, or with a party of like-minded heroes to restore law to crime-rid-
  den lands, or vanquish monstrosities. Regardless of down what roads you choose to walk, 
  you’ll arrive at the same destination: adventure.
  1
  
  DURING COMBAT ENCOUNTERS…
  You are a “rogue” warrior. You rely on perception to discern what foes are going 
  to do, so you can attack, defend, and move with perfect timing, undoing them 
  with minimal effort. And if you choose, you can learn how to use taijiki to cast 
  spells that give you extraordinary abilities, or your enemies bizarre, and crip-
  pling conditions.
  DURING SOCIAL ENCOUNTERS…
  You sense the motives of others to identify the trustworthy, while keeping your 
  own hidden so the enemy is not forewarned. Then, you seek to turn the trust-
  worthy into allies in your fight against evil.
  WHILE EXPLORING…
  You lookout for danger, ready to unleash a fury of martial arts and magic. As 
  well, you share your extensive knowledge of creatures for entertainment, and 
  to prepare your allies in case you encounter them. 
  INITIAL PROFICIENCIES 
  At 1st level, you gain the listed profi-
  ciency ranks in the following statistics.     
     You are untrained in anything not 
  listed unless, you gain a better profi-
  ciency rank in some other way.
  PERCEPTION
  Expert in Perception
   
  SAVING THROWS 
  Expert in Fortitude 
  Trained in Reflex 
  Expert in Will 
  SKILLS
  Expert in Deception
  Trained in Lore (creatures)
  Trained in Lore (affiliations*)
  Trained in a number of additional   
     skills equal to 2 plus your 
     Intelligence modifier
  * Identify a creature's past, or present
  ATTACKS
  Expert in Signature Weapons
  Trained in unarmed attacks
  DEFENSES
  Trained in unarmored defense
  Untrained in all armor
  CLASS DC
  Trained in destroyer class DC
  SPELL DC
  Trained in taijiki spells DC
   KEY ABILITY
   WISDOM
   At 1st level, your class gives you an
   ability boost to Wisdom. 
  HIT POINTS
  10 plus your Constitution modifier.
  You increase your HP by this number   
  at 1st level, and every level thereafter.
  “The mannerisms, and gestures a creature uses in combat are a type of language—a body 
  language—that if you can read it, will tell you everything he’s going to do. I taught you the 
  fundamentals of how to do that. It’s up to you to become better at it. But it will take dedica-
  tion. For while body language is universal, each creature has its own dialect. If you become 
  legendary at it, there will be no evil that can escape destruction by your hands.”
  ~ Bahaurang, Vengeful Aspect of the Universe, and Grandmaster of Destroyers
      2
      2
  INTRODUCTION
  YOU MIGHT…
  IN DOWNTIME…
  • 
  You might tell the legends of destroyers; maybe about the greatest destroy  
  ers in history; maybe about the most harrowing evils ever faced; maybe 
  about your own adventures to further your legend.
  • 
  You might enjoy mingling with the locals which doubles as entertainment, 
  and checking things out just in case any evil is present.
  • 
  Relish the breaking of foes, taking delight in their frustration and fear 
  of your battle prowess, and devious, taijiki magic. 
  • 
  Be reluctant to fight, encouraging enemies to give up before you must 
  destroy them.
  • 
  Feel where you go trouble follows, and avoid you. 
  • 
  Know the legends of destroyers being heroic swordsmen, and seek you 
  out for help.
  • 
  Curious about taijiki, and will ask about it.
  OTHERS PROBABLY…
  association with individuals, or 
  groups of note such as dragons, 
  gangs, cults, criminal organiza-
  tions, freedom fighters, and so on. 
  This includes being able to recog-
  nize key figures such as leaders, 
  symbols, and other distinguishing 
  things about them.
  
  Your
  Level
  Class Features
  1
  Ancestry and background, initial proficiencies, de-
  stroyer style, signature weapons, alignment and oath, 
  taijiki spells, evil creature lore specialist, mark of the 
  destroyer, destroyer feat
  2
  Destroyer feat, skill feat
  3
  Deny advantage, general feat, skill increase
  4
  Destroyer feat, skill feat
  5
  Ability boosts, ancestry feat, expert destroyer, skill 
  increase
  6
  Destroyer feat, skill feat
  7
  Adamatine body and soul, general feat, master of 
  perception, skill increase, weapon specialization
  8
  Destroyer feat, skill feat
  9
  Ancestry feat, master destroyer, skill increase, spell-
  casting expertise
  10
  Ability boosts, destroyer feat, skill feat
  11
  General feat, unarmored expert, loose and poised, 
  skill increase
  12
  Destroyer feat, skill feat
  13
  Ancestry feat, signature weapons master, skill increase
  14
  Destroyer feat, skill feat
  15
  Ability boosts, General feat, greater weapon special-
  ization, legendary destroyer, legendary perception, 
  skill increase
  16
  Destroyer feat, skill feat
  17
  Ancestry feat, unarmored master, skill increase, spell-
  casting mastery
  18
  Destroyer feat, skill feat
  19
  Changed by the way, general feat, skill increase
  20
  Ability boosts, destroyer feat, skill feat
  CLASS FEATURES
  You gain these abilities as a destroyer. Abilities gained at 
  higher levels list the level at which you gain them next to 
  the features’ names.
  ANCESTRY AND BACKGROUND
  You have the benefits of your selected ancestry and back-
  ground. See “Chapter 2: Ancestries & Backgrounds” of the 
  Pathfinder Second Edition Core Rulebook.
  INITIAL PROFICIENCIES
  At 1st level, you gain a number of proficiencies that repre-
  sent your basic training. These proficiencies are noted at 
  the start of this class.
  DESTROYER STYLE
  You can use the martial art, Destroyer Style. It relies on 
  perception to discern what foes are going to do, so you can 
  attack, defend,and move with perfect timing, undoing them 
  with minimal effort.
     Your proficiency rank in Destroyer Style is, trained.
  DESTROYER ADVANCEMENT
  Destroyer Stance
  To use Destroyer Style, you must enter Destroyer Stance: 
  Mind—free of distracting thoughts, so you can focus on 
  bringing taijiki to your senses; Heart—free of emotions, so 
  your spirit can center, raising your vitality; Body—free of 
  restrictive stances, and heavy armor, so it can act in an 
  instant with great agility. You gain the Destroyer Stance 
  action.
  DESTROYER STANCE�
  3
  DESTROYER
  CONCENTRATE
  MENTAL
  Requirements unarmored, or wearing light, or medium armor
  Guardian Taijiki Field
  A portion of a living thing's life force is responsible for its 
  vitality, and ability to ward off injury, illness, and debilitat-
  ing effects. This is known as its guardian taijiki field.        
     Certain things such as channeling divine power, tapping 
  into your rage, or using Destroyer Stance can substantially 
  strengthen it granting greater-than-normal benefits.
     While using Destroyer Stance, you gain these abilities. 
  The levels you gain them is listed next to the abilities' 
  names.
  DESTROYER
  Your centered spirit grows stronger, thereby your guardian taijiki 
  field grows stronger. The abundant flow of taijiki energizes your 
  muscles, and bones improving their ability to withstand injury. 
  While using Destroyer Stance, you gain a +2 status bonus to your 
  AC.
  INNER ARMOR 
   
   
   
         1ST        
  You enter Destroyer Stance.  While in Destroyer Stance:
  • 
  You can use Destroyer Style fighting techniques. See the 
  "Core Techniques" section on page 4 for descriptions of 
  Destroyer Style fighting techniques you can use at the start 
  of play. Taking destroyer feats gives you advanced tech-
  niques. Those can be found in the "Destroyer Feats" section 
  starting on page 8. 
  • 
  You gain a +2 status bonus to Will saves versus effects with 
  the Mental trait.
  • 
  You gain a +2 status bonus to AC granted by your guard-
  ian taijiki field. For more information, see the “Guardian 
  Taijiki Field” section on this page.
  • 
  Your multiple attack penalty for all melee, and ranged 
  attacks you make is -3 (-2 with an agile weapon), on your 
  second attack of the turn instead of –5, and -8 (-6 with an 
  agile weapon) on your third, or subsequent attack of the 
  turn instead of -10. A destroyer starts play with agile weap-
  ons called signature weapons. See the “Signature Weap-
  ons” section on page 5.
  • 
  You are fumbleproof when performing attacks. When you    
  make a critical miss with a melee, or ranged attack, it is 
  considered a  normal miss.
  • 
  You are considered a higher level when resolving the 
  effects of Deny Advantage (page 6). If your proficiency rank 
  in Destroyer Style is trained, you are considered 1 level 
  higher, and 2 levels higher if it's expert, and 3 levels higher 
  if it's master, and 4 levels higher if it's legendary.
  • 
  You cannot use actions with the Concentrate or Mental  
  traits, except Recall Knowledge, and Arcana (magic crea-
  tures) checks to identify creatures, their abilities, and weak-
  nesses, unless they also have the Destroyer trait. Doing so 
  immediately ends your use of Destroyer Stance.
  As a Free action, you can stop using Destroyer Stance.
  
  GREATER GUARDIAN�	 	
  	
  				6TH
  You’ve learned to incorporate the many "tells" you observe when 
  creatures attack into your feints, making them unusually believ-
  able, and quite difficult to discern from real attacks. When you 
  make a Feint attempt on a creature, you add your proficiency rank 
  in Destroyer Style as a circumstance bonus.
  DESTROYER
  HEALING
  POSITIVE
  Triggers You are affected by an affliction.
  Your guardian taijiki field grows so strong, you gain great-
  er-than-normal resistance to disease, and poison. You attempt to 
  cure one poison, or disease afflicting you; attempt to Counteract 
  the affliction. Add a +4 status bonus to your Counteract check. 
  See "Counteracting" in chapter 9 of the Pathfinder Second Edi-
  tion Core Rulebook.
  SUPREME GUARDIAN 
   
   
       20TH
  DESTROYER
  HEALING
  POSITIVE
  Triggers You are affected by an affliction, or attacked with nega-
  tive energy.
  Your guardian taijiki field grows so strong, it expands beyond your 
  body, and offers resistance even against negative forces. You gain 
  resistance to negative energy equal to 7 + your Constitution mod-
  ifier. In addition, when you critically fail to Counter an affliction, it 
  is a normal fail. 
  SUPERIOR FEINT
  DESTROYER
  WEAVE SWORD�
  DESTROYER
  Requirements You are wielding a limitless longsword.
  Requirements You are wielding a limitless longsword. You're
  Your strong, mind-body connection gives you amazing coordina-
  tion. You whirl your limitless longsword around you in constant, 
  overlapping patterns so fast, it is a barrier to attack. You gain a +2 
  item bonus to your AC. Your sword continues to weave until the 
  start of your next turn.
    You can use your sword to attack while using Weave Sword.
  other hand is free, or wielding a taijiki fighting needle.
      4
      4
  Core Techniques
  At the start of play, while using Destroyer Stance, you can 
  use the fundamental techniques of Destroyer Style. Taking 
  destroyer feats gives you advanced techniques. All the core 
  techniques are presented here.
  DESTROYER
  In combat, your taijiki-enhanced senses can detect the “tells” 
  (bend of a knee, sudden inhalation, leaning in, and so on) of your 
  enemies that betray their intentions, giving you offensive, and 
  defensive advantages. Most Destroyer Style techniques require 
  a Sense Intention check, or for the enemy to make a Deception 
  check opposed by your Sense Intention DC. 
     While using Destroyer Stance, a Feint attempt on you is op-
  posed by your Sense Intention DC, instead of your Perception DC.
  SENSE INTENTION�
  Sense Intention DC = 10 + Sense Intention modifier +
  (Perception modifier + proficiency rank in Destroyer 
  Style) + d20 roll + other bonuses.
  other bonuses.
  Sense Intention check = Sense Intention modifier
  QUICK FEINT�
  DESTROYER
  You always attack weapon arm first with speed alone, following 
  through at the last moment with your body to give it power. 
  Sometimes, you don't follow through tricking your foe into guard-
  ing against a false attack. When you attack a creature, you may 
  make a Feint attempt as a Free action instead of as a Single action.
  Frequency once per each creature you attack on your turn
  FUMBLER'S GIFT�
  DESTROYER
  Triggers A creature makes a critical miss on you with a melee, or
  ranged attack, and you can reach it, or move 10 feet to reach it.
  When an enemy is about to make a critical error in combat, its body 
  language is so dramatic you perceive it without making a Sense 
  Intention check. And you are ready to punish. The triggering crea-
  ture must be within your reach. Before you attack, you may Step, 
  or Stride, or use another movement type you possess, to move 
  up to 10 feet, as long as when you stop moving you can reach the 
  triggering creature. The triggering creature cannot use any actions 
  because it is still recovering from one. Choose one of the following:
  Critical Hit Counterattack   Make one melee, or ranged Strike     
  on the triggering creature. For this attack, the triggering           
  creature is flat-footed. If it hits, regardless of the attack roll's 
  result, resolve it as a critical hit. This attack does not incur a 
  multiple attack penalty because it occurs outside of your turn.
  before it can regain its balance, or "put it under pressure" as 
  destroyers say.  While under pressure, the triggering creature:
  Under Pressure   You move a foot or two into the enemy's space*
  • 
  Incurs a circumstance penalty, equal to the multiple attack 
  penalty reduction you have while using Destroyer Stance, 
  to its second, third, or subsequent attack of the turn 
  against you. For example, at 1st level, the multiple attack 
  penalty for your second, and third attack, or subsequent 
  attack is reduced by 2. So, the circumstance penalty for 
  the second, and third, or subsequent attack of the turn the 
  target makes on you would be increased by 2.
  • 
  Is flat-footed.
  A creature may escape the Under Pressure condition by mov-
  ing beyond your reach. 
  DESTROYER
  Triggers A creature targets, hits, or misses you with a physical
  You thrust your sword’s handle up and out at just the right 
  moment, catching the incoming attack on the inverted blade, 
  diverting it, and throwing the attacker off-balance. You gain a +2 
  circumstance bonus to AC. The bonus applies to your AC when 
  you’re determining the outcome of the triggering attack.
     If the attack misses, or was already a miss, add your proficiency 
  rank in Destroyer Style to your AC. If this makes the attack roll a 
  critical fail, consider it one, and it triggers abilities that require an 
  enemy to critically miss you with a melee attack, such as Fumbler’s 
  Gift.
     You can use Sliding Block while using Weave Blade, Weave 
  Blade pausing for an instant then resuming, and their bonuses to 
  AC do not combine.
  SLIDING BLOCK�
  melee attack.
  * When resolving any situation, the destroyer is not considered in 
  the space of a creature it has under pressure.
  
  SIGNATURE WEAPONS
  These are types of martial weapons, tailor made for the de-
  stroyer's way of fighting, and spellcasting. A destroyer en-
  ters play with one set of signature weapons which includes: 
  1 limitless longsword, and 100 taijiki fighting needles with 
  holster. For statistics, see the table “Signature Weapons” 
  above.
  Limitless Longsword
  This lightweight, one-handed longsword is designed to al-
  low a destroyer to react in the momentary gaps that develop 
  in an opponent’s rhythm with whatever type of attack type 
  the situation calls for. Measuring four feet in length, the 
  blade tapers gradually from a thick base to a razor thin 
  tip. The base and bottom third are used for blocking, and 
  punching out to inflict blunt damage. The top thirds are 
  used for slashing, and piercing.
  Taijiki Fighting Needle
  This sturdy, 6-inch needle is weighted for use as both me-
  lee, and throwing weapon. It is also the sole, crucially-im-
  portant, material component in casting taijiki spells. 
     It is sold with a holster that holds 100 needles.
  ALIGNMENT AND OATH
  Bahaurang only trains candidates with a good alignment. 
  A destroyer must start play with one of those alignments. 
  When you completed your basic training, you had to swear 
  an oath to use your skills to make the world a better place. 
  SIGNATURE WEAPONS
  Signature Weapons
  Price
  Damage
  Range
  Bulk
  Hands
  Group
  Weapon Traits
  Limitless longsword
  1 sp
  1d8 P
  —
  1
  1
  Sword
  Agile, finesse, versatile S, B
  Taijiki fighting needle 
    100 needles
    Holster
  0
  1 sp
  1 sp
  1d4 P
  20 ft.
  L
  1
  Needle*
  Agile, finesse
  * Critical specialization effect for a taijiki fighting needle is: The target takes 1d6 persistent bleed damage. You gain an item bonus to 
  this bleed damage equal to the weapon’s item bonus to attack rolls.
  UNSEEABLE NEEDLE�
  DESTROYER
  Requirements taijiki needle holster worn on the thigh or forearm
  You draw needles as a Free action.
  Bahaurang's Wrath
  After the start of play, you may change your alignment to 
  other than good. However, doing evil deeds invites a risk of 
  being punished for violating your oath to Bahaurang.
  • 
  Less than your level  1 point
  • 
  Same level  2 points
  • 
  Greater than your level  2 points + 1 
  point for every level higher than yours.
  Killing Good Creatures
  Whenever you kill a creature with a good alignment, you gain a 
  number of Notice Points based on its level:
  CLASS FEATURES
  5
  When you have gained 10 Notice Points, the GM makes a secret 
  DC 15 flat check to see if Bahaurang has noticed. If Bahaurang 
  takes notice of your evil deeds, you make a Will save DC 45.
  Success  Bahaurang is heard in your head. It scolds you for    
    
  Tainted Destroyer
  If you continue to pursue a life of evil after the first time Bahau-
  rang takes notice, the next time it takes notice, you automatically 
  gain the status, Tainted Destroyer, and permanently lose the abili-
  ty to use Destroyer Stance, and to Cast taijiki spells.
     However, through sheer will you are able to gain access to them. 
  Tainted Destroyer status gives you the following:
  • 
  The Destroyer Stance’s +2 status bonus to Will saves 
  against effects with the Mental trait increases to +4.
  • 
  You can only use Destroyer Stance for 1 minute. Then you 
  are fatigued for 1 minute during which you cannot use 
  Destroyer Stance.
  • 
  You require 30 minutes to Refocus to gain 1 Focus Point.
  • 
  Against a destroyer with Bahaurang's Enforcer status, you 
  lose your fumbleproof ability making you susceptible to 
  any of its abilities that are triggered by your critical misses.
  • 
  Evil Creature Lore Specialist functions as described for 
  recalling knowledge about good creatures instead.
  Renewing Your Oath
  An evil destroyer can regain Bahaurang's favor by changing to 
  a good alignment, reswearing its oath, and proving its sincerity 
  by killing evil creatures whose total levels equal the total levels 
  of good creatures killed. This alleviates Tainted Destroyer status.
  breaking the oath, advises you return to the path of good, and   
  you lose the ability to use Destroyer Stance, and to Cast taijiki 
  spells, for a number of days equal to the total number of levels 
  of the good creatures killed. 
   Failure  In addition to the effects listed above, you are paralyzed 
  for 1d6+6 rounds.
  Unseeable Needle
  The holster is designed with adjustable straps so you can 
  wrap it around the forearm or thigh, convenient for drawing 
  needles, and concealing under clothing. When wearing the 
  holster in those ways you gain the Unseeable Needle action.
  SIGNATURE WEAPONS IN A CAMPAIGN SETTING
  Although signature weapons are unique, they are not rare. In a 
  campaign setting with destroyers, there is a long history of their 
  activities in that setting.
     Destroyers are renown defenders of justice, and enemies of 
  evil. Blacksmiths everywhere craft their weapons to keep the 
  heroes supplied with fresh armaments. As well as to sell as nov-
  elties to collectors, or any other reason one would request one.
     In such a setting, signature weapons should be as available as 
  other martial weapons.
  
  You manifest an eye of taijiki. It does not require concentration to 
  maintain. You may dismiss it at will. If you fall unconscious, or die, 
  it ends immediately. The eye's glow sheds bright light in a 5-foot 
  area in the direction you are looking. Your alignment determines 
  the color of the glow. Once chosen, it cannot be changed. If you 
  have changed alignment, you choose from the options for your 
  new alignment then cannot change it. Good destroyers may 
  choose: amber, light blue, or violet. Evil destroyers may choose: 
  red, neon green, or orange. Neutral destroyers may choose: white, 
  gray, or gold.
  Bahaurang's Enforcer
  When a good–aligned destroyer faces a tainted destroyer in com-
  bat, it receives the following benefits from Bahaurang:
  • 
  Guardian taijiki field status bonus to AC increases to +4.
  • 
  Proficiency ranks in taijiki spells and taijiki spell DCs in-
  creases 2 ranks. If your proficiency ranks are master, their 
  modifier is +10 instead of +6.
  • 
  The multiple attack penalty reduction you gain from using  
  Destroyer Stance is doubled, and the reduction can result   
  in a bonus. If it results in a bonus, your initial attack also  
  receives the highest of these bonuses.
  DESTROYER
  Requirements You are not unconscious, or dead.
      6
      6
  TAIJIKI SPELLS
  You were taught how to use taijiki to cast spells that give 
  you extraordinary abilities, and your enemies bizarre, and 
  crippling conditions. Taijiki spells are a type of focus spell. 
  Focus spells cost 1 Focus Point to cast, and you start with 
  a focus pool of 1 Focus Point. You refill your focus pool 
  during your daily preparations, and you can regain 1 Focus 
  Point by spending 10 minutes using the Refocus activity to 
  do taijikigong, a meditation that generates an abundance of 
  taijiki.
     Focus spells are automatically heightened to half your 
  level rounded up, much like cantrips. You can’t cast a fo-
  cus spell if its minimum level is greater than half your level 
  rounded up, even if you somehow gain access to it. Focus 
  spells don’t require spell slots, and you can’t cast them 
  using spell slots.
     Taking destroyer feats gives you focus spells, and in-
  creases the size of your focus pool, though your focus pool 
  can never hold more than 3 Focus Points. You are trained 
  in taijiki spell DCs. The ability for your taijiki spells is 
  Wisdom. See the “Focus Spells” section in Chapter 7 of the 
  Pathfinder Second Edition Core Rulebook for the full rules 
  for focus spells.
  Casting Taijiki Spells on Another Creature
  With the exception of claws of the bebelith, and taijiki heal-
  ing, all taijiki spells that target another creature require a 
  destroyer to make a melee, or ranged Strike with a taijiki 
  fighting needle opposed by the target creature’s AC. You 
  may make Feint attempts, and use any abilities that modify 
  your Strikes just as when you make a normal melee, or 
  ranged Strike unless the ability's entry states otherwise.
    A successful hit means you have connected with the 
  target’s taijiki flow, forcing it to save (if the spell allows) or 
  fall prey to the spell’s effects. A save attempt is opposed by 
  your taijiki spell DC (10 + Wisdom modifier + proficiency 
  bonus + other bonuses).    
  Casting Taijiki Spells on Multiple Creatures
  A taijiki spell that targets multiple creatures requires a 
  destroyer to use Two– and Three–action activities to make 
  melee, or ranged Strikes with different taijiki needles on 
  each target opposed by each target’s AC, and the multiple 
  attack penalty for performing multiple Strike actions in the 
  same turn applies as normal. To make Feint attempts while 
  casting these spells, a destroyer must use Quick Feint. For 
  more info, see the "Quick Feint" entry on page 4. 
   Accessing a Creature's Taijiki Flow
   A destroyer can always find a place on any creature to gain 
  access to its taijiki flow (tear ducts, ear canals, armpits, 
  tiny crevices between scales or armor plates, and so on).
     If the target of a taijiki spell is immune to piercing dam-
  age, or its resistance to piercing damage reduces the needle 
  damage to zero, the needle still enters its body making it 
  subject to the spell.
  MARK OF THE DESTROYER
  You can manifest a glowing, taijiki eye. An awe-inspiring 
  display of your control over the mysterious life force. No 
  means can emulate this feat; it is irrefutable proof that you 
  are a destroyer. You gain the Mark of the Destroyer action.
  MARK OF THE DESTROYER�
  MARK OF THE DESTROYER AND ENCOUNTERS
  At GM’s discretion, manifesting the eye can affect the 
  attitude of others in both social, and combat encounters. A 
  good-aligned destroyer may be able to shift the attitude of 
  strangers to friendly, who then offer assistance once they 
  realize he is one of the renown do-gooders. An evil-aligned 
  destroyer might inspire (or intimidate) monsters into work-
  ing with it. Have fun with it!
  EVIL CREATURE LORE SPECIALIST
  Destroyers devote as much time to researching their targets 
  as they do to their martial arts training. You gain the Evil 
  Creature Lore Specialist feat.
  DESTROYER FEATS
  At 1st level, then every even-numbered level thereafter, you 
  gain a destroyer class feat. Destroyer feats are presented 
  beginning on page 8.
  SKILL FEATS  
   
   
   
         2ND
  At 2nd level, and every 2 levels thereafter, you gain a skill 
  feat. Skill feats have the Skill trait. You must be trained, 
  or better in the corresponding skill to select a skill feat. To 
  learn what skill feats you can select, see the “Skill Feats” 
  section in Chapter 5 of the Pathfinder Second Edition Core 
  Rulebook.
  You gain a +2 circumstance bonus to any Recall Knowledge 
  checks about a creature with an evil alignment, and its affiliations 
  with evil individuals and groups of note.
     In addition, you treat critical failures as failures.
     In addition, you may retry a check a number of times equal to 
  half your proficiency rank in Destroyer Style.
  DESTROYER
  EVIL CREATURE LORE SPECIALIST 
    
  DENY ADVANTAGE 
   
   
         3RD
  As someone who takes advantage of others’ defenses, you 
  are careful not to leave such openings yourself. You aren’t 
  flat-footed to hidden, undetected, or flanking creatures of 
  your level or lower, or creatures of your level or lower using 
  surprise attack. However, they can still help their allies 
  flank. 
  
  GENERAL FEATS 
   
   
   
         3RD
  At 3rd level, and every 4 levels thereafter, you gain a gener-
  al feat. See “General Feats” in Chapter 5 of the Pathfinder 
  Second Edition Core Rulebook.
  SKILL INCREASES  
   
   
         3RD
  At 3rd level and every 2 levels thereafter, you gain a skill 
  increase. You can use this increase either to increase your 
  proficiency rank to trained in one skill you’re untrained in, 
  or to increase your proficiency rank in one skill in which 
  you’re already trained to expert.
     At 7th level, you can use skill increases to increase your 
  proficiency rank to master in a skill in which you’re already 
  an expert, and at 15th level, you can use them to increase 
  your proficiency rank to legendary in a skill in which you’re 
  already a master.
  EXPERT DESTROYER 
   
   
         5TH
  Diligent training has given you better grasp of your fighting 
  techniques. Your proficiency ranks in Destroyer Style and 
  destroyer DC increases to expert.
     In addition, when using Destroyer Stance, the multiple 
  attack penalty is -2 (-1 with an agile weapon) on your sec-
  ond attack of the turn instead of -3, and -7 (-5 with an agile 
  weapon) on your third or subsequent attack of the turn 
  instead of -8.
  MASTER DESTROYER 
   
   
         9TH
  You fully understand the finer points of Destroyer Style ele-
  vating your fighting ability to new heights. Your proficiency 
  ranks in Destroyer Style and destroyer class DC increases 
  to master.
  ABILITY BOOSTS 
   
   
   
         5TH
  At 5th level, and every 5 levels thereafter, boost four dif-
  ferent ability scores. You can use these boosts to increase 
  ability scores above 18. Boosting an ability score increases 
  it by 1 if it’s already 18 or above, or by 2 if it starts out 
  below 18.
  ANCESTRY FEATS  
   
   
         5TH
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level, and every 4 levels thereafter. 
  For a list of ancestry feats available to you, see your an-
  cestry’s entry in Chapter 2 of the Pathfinder Second Edition 
  Core Rulebook.
  ADAMANTINE MIND AND SOUL 
         7TH
  Your constant use of Destroyer Stance has strengthened 
  both your will, and life force. Your proficiency ranks in 
  Will and Fortitude saves increases to master. When you 
  roll successes at Will and Fortitude saves, you get critical 
  successes instead.
  MASTER OF PERCEPTION  
   
         7TH
  Learning to pay attention to subtle details in combat has 
  sharpened your senses overall. Your proficiency rank in 
  Perception increases to master.
  WEAPON SPECIALIZATION 
   
         7TH
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage with 
  weapons and unarmed attacks in which you are an expert. 
  This damage increases to 3 if you’re a master, and to 4 if 
  you’re legendary.
  CLASS FEATURES
  7
  SPELLCASTING EXPERTISE 
   
         9TH
  Dedicated study of the nature of taijiki has provided deeper 
  insight into using it to cast spells. Your proficiency ranks in 
  taijiki spells and taijiki spell DCs increases to expert.
  UNARMORED DEFENSE EXPERTISE 
       11TH
  You lean, turn, and twist avoiding harm. Your proficiency 
  rank in unarmored defense increases to expert.
  LOOSED AND POISED 
   
   
       11TH
  Staying relaxed and ready to explode in any direction 
  when an opening presents itself has improved your overall 
  reflexes. Your proficiency rank in Reflex saves increases to 
  expert.
  SIGNATURE WEAPONS MASTERY 
       13TH
  You fully understand your weapons. Your proficiency rank 
  in signature weapons increases to master.
  LEGENDARY DESTROYER  
   
       15TH
  You can discern how an enemy will act in combat, just by 
  reading its body language with such accuracy, it seems to 
  others you are reading his mind. Your proficiency ranks in 
  Destroyer Style and destroyer class DC increases to legend-
  ary.   
  GREATER WEAPON SPECIALIZATION      15TH
  Your damage from weapon specialization increases to 4 
  with weapons and unarmed attacks in which you’re an ex-
  pert, 6 if you’re a master, and 8 if you’re legendary.
  LEGENDARY PERCEPTION 
   
        15TH
  Diligent training of your mind to notice the subtlest details 
  in combat has sharpened your senses to an astounding 
  level. Your proficiency rank in Perception increases to leg-
  endary.
  UNARMORED DEFENSE MASTERY 
       17TH
  You dissolve away from your enemies attacks as though 
  you are made of air. Your proficiency rank in unarmored 
  defense increases to master.
  SPELLCASTING MASTERY  
   
       17TH
  Endless studies on the nature of taijiki has given you per-
  fect understanding of the mysterious force. Your proficien-
  cy ranks in taijiki spells and taijiki spell DCs increases to 
  master.
  CHANGED BY THE WAY  
   
       19TH
  Your willingness to push yourself to ever new heights of 
  skill has had a profound effect on your combat prowess.
  Permanently, your multiple attack penalty is -6 (-4 with an 
  agile weapon) on your third attack or subsequent attack of 
  the turn instead of -10.
     While you using Destroyer Stance, your multiple attack 
  penalty is -2 (0 with an agile weapon) on your third or sub-
  sequent attack of the turn instead of -6.
     In addition, while using Destroyer Stance, the multiple 
  attack penalty is -1 (0 with an agile weapon) on your sec-
  ond attack of the turn instead of -2, and -6 (-4 with an agile 
  weapon) on your third or subsequent attack of the turn 
  instead of -7.
  
  DESTROYER FEATS
  At each level that you gain a destroyer feat, you can select 
  one of the following feats. You must satisfy any prerequi-
  sites before selecting the feat.
   1ST LEVEL
  ATTACK OF OPPORTUNITY� 
   
    FEAT 1
  DESTROYER
  DISTRESSING STRIKE 
   
     
    FEAT 1
  DESTROYER
  You cause uneasiness in a creature’s spirit making it difficult to 
  concentrate and perform acts. You gain the distressing strike 
  taijiki spell (page 21). Increase the number of Focus Points in your 
  focus pool by 1.
  EXPLODE FROM THE LINE 
     
    FEAT 1
  DESTROYER
  Requirements You are using Destroyer Stance.
   
  Requirements You are using Destroyer Stance.
  You lash out at a foe that leaves an opening. Make a melee Strike 
  against the triggering creature. If your attack is a critical hit, and 
  the trigger was a Manipulate action, you disrupt that action. This 
  Strike doesn’t count toward your multiple attack penalty, and your 
  multiple attack penalty doesn’t apply to this Strike.
  Special  If you have Whipping Strike, and you are wielding a
  taijiki fighting needle when this triggers, you can make a 
  ranged Strike instead.
  Triggers A creature within your reach uses a Manipulate action, or
  a Move action, makes a ranged attack, or leaves a square 
  during a Move action it’s using.
  Prerequisites taijiki spells
  You sense the encounter escalating to battle. You gain a +2 status 
  bonus to initiative rolls.
  Special  At 15th level in destroyer, the bonus increases to +4.
      8
      8
   2ND LEVEL
  GUARDED 
   
   
   
   
    FEAT 2
  DESTROYER
  You sense an enemy about to lash out when you leave an open-
  ing. It must make a Deception check opposed by your Sense 
  Intention DC.
  Success  The creature can make an Attack of Opportunity.
  Failure  The creature cannot make an Attack of Opportunity, and   
     the reaction is wasted.
  Triggers A creature targets you with an Attack of Opportunity.
  MOMENTUM MASTER 
   
   
    FEAT 2
  DESTROYER
  You finish your attacks with a mighty snap. Increase your damage 
  with a limitless longsword from 1d8 to 1d10, and from 1d4 to1d6 
  with a taijiki fighting needle, and one die step up with all other 
  melee, and throwing weapons.
  Requirements You are using Destroyer Stance.
  LONG DISTANCE NEEDLER 
   
    FEAT 2
  DESTROYER
  You rotate your hips a split second before you throw a taijiki fight-
  ing needle, sending it farther than normal. Your range with taijiki 
  fighting needles increases +10 feet. 
  Requirements You are using Destroyer Stance.
  DESTROYER
  You keep pace with a retreating enemy. Each round you gain a 
  reaction that can be used only to perform No Rest. 
     Stride up to your Speed, following the creature, and keeping it 
  in reach throughout its movement until it stops moving. You can 
  use No Rest to Burrow, Climb, Fly, or Swim instead of Stride if 
  you have the corresponding movement type. At the end of your 
  movement, if the creature is within reach, it is still considered 
  under pressure. 
     
  Triggers An enemy you have under pressure, uses a Move action
  NO REST�  
   
   
   
    FEAT 2
  to leave a square within your reach.
  Requirements You are using Destroyer Stance.
  Requirements You are using Destroyer Stance.
  DESTROYER
  IMMEDIATE WEAVING�  
   
    FEAT 1
  You can begin weaving your sword in defense just as you would 
  take a blow. You immediately use the Weave Sword action gaining 
  its +2 item bonus to AC. The item bonus applies to your AC when 
  you’re determining the outcome of the triggering attack.
  Requirements You are using Destroyer Stance.
  Triggers An enemy hits, or targets you with a melee, or ranged
  Requirements You are wielding a taijiki fighting needle.
  WHIPPING STRIKE  
   
   
    FEAT 1
  DESTROYER
  You make melee, and ranged attacks with taijiki fighting needles 
  in the same way, so its impossible for enemies to know which it is 
  before it’s too late to react. Ranged Strikes you make with taijiki 
  fighting needles in melee, including Casting taijiki spells, do not 
  trigger Attacks of Opportunity.
     In addition, you can make ranged Attacks of Opportunity with 
  taijiki fighting needles, and gain a 5-foot threat range.
  QUICK SHIFT� 
   
   
   
    FEAT 2
  DESTROYER
  In an instant, you enter Destroyer Stance. You may use Quick Shift 
  after being hit by an attack, and the +2 status bonus to AC from 
  your guardian taijiki field applies to your AC when determining 
  the outcome of the attack.
  SURFACE VISIT�  
   
   
    FEAT 2
  DESTROYER
  You relinquish control to your intelligence mind for a moment in 
  order to do something that requires it. Until the end of this turn, 
  while using Destroyer Stance you can use actions with the Con-
  centrate and Mental trait that don’t have the Destroyer trait.
  attack.
  
  Feat
  Level
  4 Ounces
    10
  Advanced Taijikigong
    18
  Another Simple Lesson
    14
  Attack of Opportunity
      1
  Bahaurang's Helping Hand
    14
  Close Shave Adjustment
    10
  Combat Reflexes
     8
  Dashing Punisher
     4
  Defensive Lean
     4
  Destroy the Ghost
     6
  Destroyers' Two
     8
  Driven Vanquisher
     6
  Ego Shattering Blow
   18
  Eidetic Spellcasting
     8
  Enlightened Reflex
     4
  Explode the Line
     1
  Fall on Blade
   20
  Fangbreaker
   16
  Fast Block
     8
  Feint-then-Touch
   16
  Guarded
     2
  Guardian Trick
     8
  Harpoon Needle
     6
  Haywire
   18
  Immediate Readiness
   14
  Immediate Weaving
     1
  Intermediate Taijikigong
   12
  Long Distance Needler
     2
  Lurch
   16
  Master of Opportunity
     6
  Maximum Pain
   10
  Momentum Master
     2
  Move of Opportunity
   10
  Needle of Agony
     8
  DESTROYER FEATS
  If you need to look up a destroyer feat by type instead of by level, use these tables. Bahaurang's Helping Hand enhances both your 
  fighting and spellcasting abilities, so it appears on the tables "Advanced Destroyer Style Fighting Techniques" and "Taijiki Spells". 
  ADVANCED DESTROYER STYLE FIGHTING TECHNIQUES
  These destroyer feats give you advanced, destroyer style, fighting techniques.
  (continued from previous column)
  Painful Weaving
        8
  Punching Block
      16
  Punish the Pretender
        4
  Punish the Reactor
      10
  Quickshift
        2
  Run Through
      18
  Sadistic Striker
        6
  Secret in the Sword
      10
  Simple Lesson
      12
  Slinging Fumble
        4
  Spontaneous Destruction
        8
  Surface Visit
        2
  Thought-no-Thought
        4
  Three-Armed Destroyer
        8
  Thwart Intention
      18
  Thwarting Strike
      20
  Torture Needle
      12
  Warding Block
        6
  Warn Allies
        2
  Weave Needle
        4
  Wide Shot Fumble
      10
  Feat
  Level
  Allergic Reaction
     4
  Always Aware
     8
  Bahaurang's Helping Hand
   14
  Claws of the Bebelith
   18
  Collect Dunjiki
     4
  Counter Manifestation
   16
  Distressing Strike
     1
  Heal Sword
     4
  Inescapable Vanquisher
   12
  Inversion Strike
   20
  Patience or Pain
     8
  Phase Trap
   20
  Proximity Pain
     6
  Resist Manifestation
   12
  Return Fire
   16
  Shared Fate
     8
  Snapback
     6
  Taijiki Healing
     2
  Taijiki Sight
   10
  Taijiki Transfer
   14
  The Twitches
   10
  Titan's Longsword
   12
  Unsteady
     2
  TAIJIKI SPELLS
  These destroyer feats give you taijiki spells.
  Feat
  Level
  Adhering Hands
   10
  Coiling Hands
   16
  Eyes on Me
     6
  Fumbler's Demise
   18
  Fumbler's Peril
   12
  No Rest
     2
  Trapping Leg
     6
  Uncritable
   14
  Untouchable
   14
  UNDER PRESSURE EFFECTS
  These destroyer feats modify the
  Under Pressure condition.
  FEATS
  9
  
      10
      10
  HEAL SWORD 
   
   
   
    FEAT 4
  Prerequisites taijiki spells
  You use taijiki to restore your damaged weapon. You gain the 
  heal sword taijiki spell (page 22). Increase the number of Focus 
  Points in your focus pool by 1.
  DESTROYER
  DESTROYER
  Triggers A creature fails a Feint attempt against you.
  amount by which the triggering creature failed its Feint attempt, 
  as a circumstance bonus, to your attack and damage rolls. For 
  this attack, the triggering creature is flat-footed. This attack 
  does not incur a multiple attack penalty because it occurs out-
  side of your turn.
  You take offense to the enemy trying to fool your senses, and 
  teach him a lesson. If the Feint check was a:
  Failure  Make a melee, or ranged Strike on the creature. Add the
  PUNISH THE PRETENDER� 
   
    FEAT 4
  Critical Failure  In addition to the failure effects, the triggering
  creature is flat-footed against all your attacks until the end of 
  your next turn.
  Requirements You are using Destroyer Stance.
  your Reflex save against the triggering action.
  ENLIGHTENED REFLEX�  
   
    FEAT 4
  DESTROYER
  Triggers A creature uses an action on you that requires a Reflex
  against the triggering action.
  Success  You gain a +2 circumstance bonus to your Reflex save
  Your heightened senses detect a foe is up to something, and 
  you’re ready. Before you make a Reflex save, make a Sense Inten-
  tion check opposed by the triggering creature’s Deception DC. 
  Critical Success  You gain a +4 circumstance bonus to
  save.
  Failure  Roll your Reflex save as normal.
  Requirements You are using Destroyer Stance.
  DEFENSIVE LEAN� 
   
   
    FEAT 4
  DESTROYER
  Triggers A creature targets, or hits you with a melee, or ranged
  attacks the target creature makes on you until the end of its 
  turn. In addition, if the creature is helping to flank you, neither 
  it nor the other flanking creatures get the +2 flanking bonus to 
  attacks. 
  Critical Failure  You gain a +4 circumstance bonus to
  to your AC instead of +2 against all attacks the target makes on 
  you until the end of its turn.
  Special  You may activate Defensive Lean, and Immediate Weaving
  at the same time, using the same reaction.
  You can lean at the right time throwing off your enemy's aim. The 
  triggering creature makes a Deception check opposed by your 
  Sense Intention DC. 
  Success  The target is unaffected. 
  Failure  You gain a +2 circumstance bonus to your AC against all
  Requirements You are using Destroyer Stance.
  Prerequisites taijiki spells
  TAIJIKI HEALING  
   
   
    FEAT 2
  You channel taijiki to heal yourself or another creature. You gain 
  the taijiki healing taijiki spell (page 23). Increase the number of 
  Focus Points in your focus pool by 1.
  DESTROYER
  UNSTEADY  
   
   
   
    FEAT 2
  Prerequisites taijiki spells
  DESTROYER
  You attack a creature’s equilibrium ruining its balance. You gain 
  the unsteady taijiki spell (page 24).
   4TH LEVEL
  ALLERGIC REACTION 
   
   
    FEAT 4
  DESTROYER
  Prerequisites taijiki spells
  You alter a creature’s physiology giving it a crippling allergy to 
  you, or an ally. You gain the allergic reaction taijiki spell (page 
  21). Increase the number of Focus Points in your focus pool by 1.
  COLLECT DUNJIKI  
   
   
    FEAT 4
  DESTROYER
  You siphon the dunjiki (”life force of the departed”) out of a crea-
  ture on the brink of death. You gain the collect dunjiki taijiki spell 
  (page 21). Increase the number of Focus Points in your focus pool 
  by 1.
  Prerequisites taijiki spells
  DESTROYER
  WARN ALLIES� 
   
   
   
    FEAT 2
  Your incredible senses pick up on cues that an enemy is about to 
  attack your ally. You shout a warning.
     All allies within 60 feet that this applies to, gain a +2 circum-
  stance bonus to either their AC, or save against the triggering 
  attack, or spell.
  Special  At 15th level in destroyer, the bonus increases to +4.
  Requirements You are using Destroyer Stance.
  Triggers An ally is hit by an attack, or a spell by an enemy you can 
  see, and a +2 circumstance bonus to its AC, or to its save, 
  would turn a critical hit, or critical success into a normal hit, or 
  normal success, or a normal hit, or normal success into a miss, 
  or failure.
  DASHING PUNISHER 
   
   
    FEAT 4
  DESTROYER
  You can move farther to reach a foe that triggers your Fumbler's 
  Gift ability. Increase the distance you can move to bring the trig-
  gering creature within your reach +10 feet.
  Prerequisites You can use Fumbler's Gift.
  attack.
  
  SLINGING FUMBLE  
   
   
    FEAT 4
  DESTROYER
  attack with a weapon it is holding.
  The enemy mistimes its attack, smashing its limb painfully against 
  the business end of your weapon, and possibly loses grip on its 
  weapon. The triggering creature makes a Reflex save opposed by 
  your destroyer class DC. 
  Success  Roll damage for the weapon the triggering creature
  against the same critical miss.
  Failure  In addition to taking damage, the triggering creature
  smashed into (the weapon you’re wielding; if more than 
  one, you choose) as though you hit with an attack.
  slings its weapon in a line, in the direction you choose, 5 feet, 
  plus 5 feet x your proficiency rank in Destroyer Style.
  Special  You can use Slinging Fumble, and Wide Shot Fumble
  Triggers A creature critically misses you with a physical melee 
  SAMPLE DESTROYER
  DESTRUCTIVE URGE
  Your personal mission is to seek and destroy evil 
  in the swiftest, and most sadistic ways possible.
  ABILITY SCORES
  Prioritize Wisdom. Dexterity increases accuracy, and dam-
  age of both your melee, and ranged attacks. Dexterity and 
  Constitution improve your physical defenses. Charisma 
  empowers your Feint checks.
  SKILLS
  Athletics, Intimidation
  STARTING FEATS
  Immediate Weaving (1st)
  HIGHER-LEVEL FEATS
  At 8th and 10th levels, it’s a good idea to take Spontaneous 
  Destruction, and Eidetic Spellcasting because these feats 
  give you slots that you can use to take fighting techniques, 
  and spells you don't know in the moment you need them.
  Momentum Master (2nd), Thought-no-Thought (4th), 
  Harpoon Needle (6th), Sadistic Striker (6th), Three-armed 
  Destroyer (8th), Maximum Pain (10th), Needle of Agony 
  (12th), Bahaurang's Helping Hand  (14th), Feint-then-Touch 
  (16th), Ego Shattering Blow (18th), Fall on Blade (20th), 
  Inversion Strike (20th)
  DESTROY THE GHOST 
   
   
    FEAT 6
  Requirements You are using Destroyer Stance.
  Your life force flows into your attacks, giving them the power 
  to injure incorporeal beings. Your attacks gain the effects of the 
  ghost touch property rune. See the Weapon Property Runes 
  section of "Chapter 11: Crafting and Treasure" of the Pathfinder 
  Second Edition Core Rulebook.
     Incorporeal beings cannot touch, hold, or wield your weapons 
  because the effect extends from your being.
  DESTROYER
   6TH LEVEL
  THOUGHT-NO-THOUGHT� 
   
    FEAT 4
  Requirements You are using Destroyer Stance.
  You focus your will even further, making it an impenetrable barrier 
  to mental assault. In the round you use Thought-no-Thought, you 
  become immune to any effect with the Mental trait that targets 
  you, and any effect currently affecting you immediately ends.
     This lasts until the end of the round.
  MENTAL
  DESTROYER
  FEATS
  11
  11
  Requirements You are using Destroyer Stance. 
  WEAVE NEEDLE 
   
   
   
    FEAT 4
  DESTROYER
  Requirements You are wielding a taijiki fighting needle in your   
  Blade and needle weave separate patterns, each filling the gaps 
  left by the other, creating a multi-layered pattern of defense. The 
  item bonus of your Weave Sword technique is +3, instead of +2.   
  Special  Weave Needle makes Sliding Block's circumstance bonus
  Prerequisites Weave Sword
  to AC +3, instead of +2.
  other hand.
  Triggers You are using Weave Sword.
  DRIVEN VANQUISHER 
   
   
    FEAT 6
  Requirements You are using Destroyer Stance.
  Your acute senses always find a path to the enemy. While using 
  Destroyer Stance, you ignore Difficult Terrain, and treat Greater 
  Difficult Terrain as Difficult Terrain.
  DESTROYER
  
  SADISTIC STRIKER  
   
   
    FEAT 6
  Requirements You are using Destroyer Stance.
  You attack the weakest spots on your foes. Your first attack, and 
  subsequent attacks that do not have a multiple attack penalty 
  (penalty reduced to 0) of the turn, inflict an additional 1d8 preci-
  sion damage (1d10 with Momentum Master).
  Special  Whenever you put a creature under pressure. any melee,
  DESTROYER
  or ranged attack it makes on you that has a multiple attack 
  penalty, gains a circumstance penalty to damage rolls equal 
  to the die type it rolls for damage. For example, if its attack 
  does 2d4, the penalty is –1d4. Another example is, if its 
  attack does 1d10 + 6, the penalty is –1d10.
      12
      12
  EYES ON ME� 
   
   
   
    FEAT 6
  Prerequisites Attack of Opportunity
  When you apply pressure to foes, you are close enough to attack 
  gaps normally too small to catch. When a creature you have under 
  pressure makes an attack on a creature other than you, it triggers 
  an Attack of Opportunity from you.
     Alternatively, it can accept a –4 circumstance penalty to those 
  attack, and damage rolls to prevent triggering an Attack of Op-
  portunity from you.
  DESTROYER
  HARPOON NEEDLE  
   
   
    FEAT 6
  Requirements You are wielding a taijiki fighting needle.
  Before driving a needle into a creature, you use a tiny bit of taijiki 
  to reshape it into a little harpoon. When you perform a Strike with 
  a taijiki fighting needle, excluding Casting taijiki spells, increase 
  the number of actions used to perform it by 1. In addition to any 
  other damage the attack does, it also inflicts 1d4 persistent bleed 
  damage (1d6 with Momentum Master). 
     In addition, when you use the Needle of Agony, or Torture Nee-
  dle attacks on a creature, removing the taijiki fighting needle(s) in-
  flicts 1d4 persistent bleed damage (1d6 with Momentum Master) 
  on the victim creature, per needle removed.
  DESTROYER
  MASTER OF OPPORTUNITY� 
   
    FEAT 6
  Requirements You are using Destroyer Stance.
  When an enemy reaches for you, you strike the offending limb. 
  The triggering creature triggers an Attack of Opportunity from 
  you. If it is a critical hit, the attempt is disrupted, and the action is 
  wasted.
     Master of Opportunity is not triggered by attacks that cause 
  one of the triggering actions, such as the fighter’s Brutish Shove. 
  Attacks that are followed with one of the triggering actions, do 
  trigger it, such as the fighter’s Knockdown. 
  DESTROYER
  PROXIMITY PAIN  
   
   
    FEAT 6
  Prerequisites taijiki spells
  You alter creatures so they painfully resonate when near each 
  other. You gain the proximity pain taijiki spell (page 22). Increase 
  the number of Focus Points in your focus pool by 1.
  DESTROYER
  Triggers A creatures uses Disarm, Grapple, Shove, or Trip on you.
  Requirements You have a creature under pressure.
  Prerequisites Attack of Opportunity
  TRAPPING LEG�  
   
   
    FEAT 6
  DESTROYER
  Triggers An enemy up to 2 sizes larger than you, you have under
  When a creature you have under pressure attempts to move 
  away from you, you bump, hook, kick, or otherwise interfere. The 
  triggering creature makes a Reflex save opposed by your Sense 
  Intention DC. 
  Success  The creature takes its Move action.
  Failure  The creature's Move action is disrupted, and
  pressure, uses a Move action to leave a square adjacent to you.
  the action is wasted.
  Critical Failure  In addition to the failure effects, the target falls
  prone.
   8TH LEVEL
  ALWAYS AWARE  
   
   
    FEAT 8
  Prerequisites taijiki spells
  You empower your senses with taijiki, gaining All Around Vision. 
  You gain the always aware taijiki spell (page 21). Increase the 
  number of Focus Points in your focus pool by 1.
  DESTROYER
  COMBAT REFLEXES 
   
   
    FEAT 8
  Prerequisites Attack of Opportunity
  You are particularly swift at punishing foes that leave openings. 
  At the start of each of your turns, when you regain your actions, 
  you gain an additional reaction that can be used only to make an 
  Attack of Opportunity.
  DESTROYER
  You use your sword to protect your allies. You can use Sliding 
  Block when an attack is made against an ally adjacent to you. Your 
  ally adds Sliding Block's +2 item bonus to its AC, and if the attack 
  misses, also your proficiency rank in Destroyer Style. If the attack 
  roll is lowered to a critical miss, it triggers a Fumbler’s Gift reaction 
  from your ally. Your ally can only choose the critical hit counterat-
  tack effect unless it has the destroyer Fumbler's Gift class feature.
  WARDING BLOCK� 
   
   
    FEAT 6
  Requirements You are using Destroyer Stance.
  DESTROYER
  Prerequisites Sliding Block
  Triggers A foe makes a physical melee attack on an ally.
  DESTROYERS' TWO� 
   
   
    FEAT 8
  DESTROYER
  You increase the taijiki flow in your body, causing a vibration so 
  intense, there appears to be two of you standing in the same 
  space. Until the end of the round, you gain a +4 circumstance 
  bonus to AC.
     Destroyers' Two can be activated when you are hit by an attack, 
  and its bonus to AC applies when resolving the attack.
  Frequency once per minute, and not in the same minute you used
  Three-Armed Destroyer
  SNAPBACK  
   
   
   
    FEAT 6
  Prerequisites taijiki spells
  Your sword becomes flexible so it can absorb, and return any 
  damage done to it. You gain the snapback taijiki spell (page 23). 
  Increase the number of Focus Points in your focus pool by 1.
  DESTROYER
  
  FEATS
  13
  13
  EIDETIC SPELLCASTING�  
   
    FEAT 8
  You are a taijiki genius. You can visualize the effects of manipulat-
  ing a creature's taijiki, without physically doing it. As a Free action, 
  even when it’s not your turn, you can gain a taijiki spell you do not 
  know. You must meet any requirements called for by the spell as 
  normal.
     At the start of the next day, you lose the spell(s).
  Special  At 14th level in destroyer, you can gain two taijiki spells.
  DESTROYER
  FAST BLOCK  
   
   
   
    FEAT 8
  Prerequisites Sliding Block
  You can bring your sword into place with hardly a thought. At the 
  start of each of your turns, you gain an additional reaction that 
  you can use only to do Sliding Block.
  DESTROYER
  GUARDIAN TRICK� 
   
   
    FEAT 8
  DESTROYER
  Triggers A creature targets you with a melee, or ranged 
  You use your control over your taijiki, to get the jump on enemies 
  who attack from a distance. In the moment the attack lands, you 
  eject your guardian taijiki field, which appears as an opaque image 
  of you, to act as a decoy in your space. At the same time, you 
  increase your taijiki flow until your body is so energized, it trans-
  mutes into a state of liquid-energy.
     The attack automatically fails, and is a critical miss. Meanwhile, 
  you travel in a line towards the triggering creature with lightning 
  speed unimpeded by creatures, obstacles and terrain. Your move-
  ment ends in a square adjacent to the triggering creature, or any 
  unoccupied square along that line up to 100 feet.
     While using Guardian Trick—even if they somehow realize the 
  near-imperceptible mist flowing across the battlefield is actually 
  you—creatures cannot take any actions in response, even if they 
  readied an action to do so because you pass too fast.
     At the end of your movement, you become solid, and the trig-
  gering creature's critical miss, triggers applicable reactions from 
  you such as Fumbler’s Gift.
     Your guardian taijiki field returns to you at the end of the round.
     Until the start of the next round, you lose your guardian taijiki 
  field's +2 status bonus to AC, and benefits granted by Greater 
  Guardian, and Supreme Guardian.   
  attack, and is beyond your reach.
  Frequency once used, cannot use again for 1d10 rounds 
  NEEDLE OF AGONY� 
   
   
    FEAT 8
  DESTROYER
  Requirements You are wielding a taijiki fighting needle.
  You know where to insert needles into a creature to inflict ex-
  cruciating pain. Make a melee Strike. If the target is immune to 
  piercing damage, or its resistance reduces the damage to zero, it 
  is still affected by the agonizing pain effect.
     Regardless of the attack's result, afterwards the target is immune 
  to Needle of Agony for 1 minute.
     If you hit, before each action the target takes, it must make a 
  Fortitude save opposed by your destroyer class DC.
  Success  The target fights through the pain, and takes its action.
  Failure  The target is overcome with pain, disrupting the action,
  and the action is wasted.
  Extract Needle�   Traits  Manipulate; Effect  The target, or
  another creature with a suitable limb can remove the needle, 
  ending the effect immediately. For the target, the Fortitude 
  Frequency once per day; at 14th, twice per day if you choose to
  gain each spell at different times.
  PATIENCE OR PAIN 
   
   
    FEAT 8
  Prerequisites taijiki spells
  You cause a creature to injure itself when it succeeds on attacks. 
  You gain the patience or pain taijiki spell (page 22). Increase your 
  Focus Points by 1 in your focus pool.
  DESTROYER
  You link the life force of creatures so they share injuries.
  You gain the shared fate spell (page 23). Increase your Focus 
  Points by 1 in your focus pool.
  SHARED FATE 
   
   
   
    FEAT 8
  Prerequisites taijiki spells
  DESTROYER
  DESTROYER
  You increase the taijiki flowing through your body, causing a 
  vibration so intense, your weapon arm blurs appearing to be two 
  arms. Until the end the round, you gain a +4 circumstance bonus 
  to attack, and damage rolls.
     Three-Armed Destroyer can be activated when you miss, or hit 
  with an attack, and its bonus to attack, and damage rolls applies 
  when resolving the attack.
  THREE-ARMED DESTROYER�  
    FEAT 8
  Frequency once per minute, and not in the same minute you used
  PAINFUL WEAVING 
   
   
    FEAT 8
  DESTROYER
  Requirements You are using Weave Sword, and Weave Needle.
  Triggers An enemy attempts to Disarm, Grapple, Shove, or
  inflicting 1d8 slashing damage (1d10 with Momentum 
  Master).
  When foes reach for you, your blade and needle defend with pain. 
  The triggering creature incurs a –2 circumstance penalty to its 
  Athletics check, and suffers 1d4 persistent bleed damage.
     In addition, if the creature's Athletics check is a:
  Failure  In addition to the bleed damage, your sword hits the limb
  Critical Failure  In addition to the failure effects, the target is
  knocked off-balance, becoming flat-footed until its next turn.
  Prerequisites Weave Sword, Weave Needle
  Trip you.
  DESTROYER
  When a situation demands, you have a talent for coming up with 
  techniques on the fly. As a Free action, even when it’s not your 
  turn, you can gain a destroyer feat, excluding taijiki spells, that 
  you do not know. You must meet the requirements for the feat as 
  normal.
     At the start of the next day, you lose the feat(s).
  Special  At 14th level in destroyer, you can gain two feats.
  SPONTANEOUS DESTRUCTION� 
    FEAT 8
  Frequency once per day; at 14th, twice per day if you choose to
  gain each feat at different times.
  save applies to this action too.
     When a creature uses the Extract Needle action, it is flat- foot-
  ed, and triggers Attacks of Opportunity.
  Destroyers’ Two
  
  SAMPLE DESTROYER
  INTERCEPTING BLADE
  ABILITY SCORES
  Prioritize Wisdom. Dexterity improves the accuracy of 
  attacks, and physical defenses. 
  SKILLS
  Diplomacy, Intimidation
  STARTING FEATS
  Attack of Opportunity (1st), or Whipping Strike (1st)
  HIGHER-LEVEL FEATS
  At 8th and 10th levels, it’s a good idea to take Spontaneous 
  Destruction and Eidetic Spellcasting because these feats 
  give you slots that you can use to take fighting techniques, 
  and spells you don't know in the moment you need them.
  Guarded (2nd), Weave Needle (4th), Master of Opportunity 
  (6th), Combat Reflexes (8th), Destroyers’ Two (8th), Pain-
  ful Parry (8th), Move of Opportunity (10th), Close Shave 
  Adjustment(10th), Fumbler's Peril 12th), Uncritable (14th), 
  Fangbreaker (16th), Thwart Intention (18th), Thwarting Strike 
  (20th)
   10TH LEVEL
  4 OUNCES	  
   
   
   
  FEAT 10
  DESTROYER
  Triggers You succeed with a Feint attempt.
      14
      14
  ADHERING HANDS 
   
   
  FEAT 10
  DESTROYER
  Prerequisites Trapping Leg
  With a sensitive touch, you stay adhered to the limbs of your 
  enemies, giving you heightened sense of their intention to escape, 
  or attack you. When you use Trapping Leg on an enemy trying 
  to escape under pressure, you add its Dexterity modifier to your 
  Sense Intention DC.
     When an enemy you have under pressure attacks you, add its 
  ability modifier to attack rolls to your AC as a circumstance bonus. 
  This includes Disarm, Grapple, Shove, or Trip actions.
  Triggers A creature you have under pressure, uses a Move action
  to leave a space adjacent to you, or makes a melee, or ranged
  attack on you.
  You can Disarm, Grapple, Shove and Trip enemies with minimal 
  effort, by using their momentum against them. In addition to the 
  target being flat-footed, if your Feint attempt was a:
  Success  If the next attack you make on the target in your current
  turn is an Athletics check to Disarm, Grapple, Shove, or Trip it, 
  add either the target’s Strength, or Dexterity modifier (which-
  ever is highest; if its modifier is zero, add +1) as a circumstance 
  bonus to your check.
  Critical Success  You add both the target’s Strength and Dexterity
  modifiers to your Athletics check.
  MAXIMUM PAIN�  
   
   
  FEAT 10
  DESTROYER
  Requirements You are using Destroyer Stance.
  You learn your enemy’s defense pattern, enabling you to attack 
  at the perfect moment inflicting the most harm possible. Before 
  you make a melee, or ranged Strike on a creature, make a Sense 
  Intention check opposed by the creature’s Deception DC.
  Success  Until the end of the round, all your attacks on the target
  do maximum damage. This includes normal, precision, critical 
  hit, and energy damage.
  Failure  You roll damage as normal.
  Frequency can use on 1 creature, once per round
  DESTROYER
  Requirements You are using Destroyer Stance.
  CLOSE SHAVE ADJUSTMENT 
   
  FEAT 10
  Your unpredictable movement makes it difficult for an enemy to 
  gauge the distance between you. When your melee, or ranged 
  attack misses a creature’s AC by 2 or less, it is a hit anyway.
     And when a creature's melee, or ranged attack hits your AC by 2 
  or less, it is a miss.
  Prerequisites Defensive Lean
  Evil destroys itself when it challenges your elusive 
  and painful defenses, and punishing counterattacks.
  Requirements You are using Destroyer Stance.
  
  MOVE OF OPPORTUNITY� 
   
  FEAT 10
  DESTROYER
  Requirements You are using Destroyer Stance. You must be able
  Triggers A creature uses a Move action to enter, or leave a space
  When the enemy advances or retreats, you shuffle in, and punch 
  straight out with your sword, sending it away. Make a melee Strike 
  on the triggering creature, adding its Dexterity modifier to your 
  attack, and damage rolls. And the triggering creature's movement 
  ends in a space 10 feet from you that you choose. See the “Forced 
  Movement” section in chapter 9 of the Pathfinder Second Edi-
  tion Core Rulebook.
     In addition if your attack is a:
  Normal Hit  The creature is flat-footed until the end of the round.
  Critical Hit  The creature is knocked prone.
  adjacent to you.
  Prerequisites Attack of Opportunity
  WIDE SHOT FUMBLE� 
   
   
  FEAT 10
  DESTROYER
  Requirements You are using Destroyer Stance.
  You make your enemy’s allies pay for its failure, by redirecting its 
  attack to one of them. If the attack is non-physical, such as a ray, 
  the triggering creature must be within your reach. The triggering 
  creature's attack must have the range to reach the new target. It 
  rolls a new attack roll with all the same bonuses as the original at-
  tack, adding your proficiency rank in Destroyer Style as a circum-
  stance bonus to its attack, and damage rolls.
  Special  You can use both Wide Shot Fumble, and Sling Fumble
  Triggers A creature makes a critical miss on you with a melee,
  attack.
  on the same critical fail.
  FEATS
  15
  15
  TAIJIKI SIGHT 
   
   
   
  FEAT 10
  Prerequisites taijiki spells
  You grant yourself the ability to see life force. You gain the taijiki 
  sight taijiki spell (page 24). Increase the number of Focus Points in 
  your focus pool by 1.
  DESTROYER
  THE TWITCHES 
   
   
   
  FEAT 10
  Prerequisites taijiki spells
  You make a creature suffer from violent spasms that impair 
  actions. You gain the the twitches taijiki spell (page 24). Increase 
  the number of Focus Points by 1 in your focus pool.
  DESTROYER
  SECRET IN THE SWORD  
   
  FEAT 10
  Prerequisites taijiki spells
  You know how to store a little extra taijiki for when you need it. 
  The next time you do your daily preparations, you channel taijiki 
  into your limitless longsword turning it into a focused item. The 
  1 Focus Point it contains can be used to cast any taijiki spell you 
  know. See the “Focused Items” section in Chapter 11 of the Path-
  finder Second Edition Core Rulebook.
  DESTROYER
  Requirements You do not have a Focused Item.
   12TH LEVEL
  FUMBLER'S PERIL	  
   
   
  FEAT 12
  DESTROYER
  Triggers A creature triggers your Fumbler's Gift ability.
  Requirements You are using Destroyer Stance.
  You’ve learned to deal two punishments to a fumbling foe in 
  a seamless compound maneuver. You can make a critical hit 
  counterattack, and put it under pressure. You may do these in any 
  order you wish. 
  Special  If you have Fumbler’s Peril when you use Warding Block,
  and it lowers the attack to a critical miss, in addition to your ally 
  doing a critical hit counterattack, you can place the triggering 
  creature under pressure.
  INESCAPABLE VANQUISHER 
   
  FEAT 12
  Prerequisites taijiki spells
  You gain a Fly or Swim speed to pursue enemies wherever they 
  go. You gain the inescapable vanquisher taijiki spell (page 2). 
  Increase the number of Focus Points in your focus pool by 1.
  DESTROYER
  INTERMEDIATE TAIJIKIGONG 
   
  FEAT 12
  Prerequisites taijiki spells
  Your taijiki meditation is so effective, you can achieve a deep 
  focus. If you have spent at least 2 Focus Points since the last time 
  you Refocused, you recover 2 Focus Points when you Refocus 
  instead of 1.
  DESTROYER
  RESIST MANIFESTATION  
   
  FEAT 12
  Prerequisites taijiki spells
  You make it difficult for enemies to Cast spells, and use breath 
  weapons. You gain the resist manifestation taijiki spell page (23). 
  Increase the number of Focus Points in your focus pool by 1.
  DESTROYER
  PUNISH THE REACTOR�  
   
  FEAT 10
  DESTROYER
  Requirements You are using Destroyer Stance.
  You perceive your enemies’ intent to attack, and intercept with 
  your own. Whenever you succeed with Guarded, the target 
  creature triggers an Attack of Opportunity from you. This attack 
  does not count towards your Attack of Opportunity actions for the 
  round.
  Triggers An enemy triggers Guarded, and you can reach it.
  Prerequisites Guarded
  to expend an Attack of Opportunity action to use this ability.
  
      16
      16
   14TH LEVEL
  ANOTHER SIMPLE LESSON�  
  FEAT 14
  Prerequisites Momentum Master
  DESTROYER
  Okay, showing your allies how to cut down on extra movement, 
  or how to finish strikes with a snap might be on the borderline of 
  violating your oath. But it doesn’t stray over it. Right?
  For the duration of the battle, each affected ally chooses one of 
  the following:
  you when you use this feat.
  • 
  Your multiple attack penalty for all melee, and ranged 
  attacks you make is -3 (-2 with an agile weapon) on your 
  second attack of the turn, instead of –5, and -8 (-6 with an 
  agile weapon) on your third, or subsequent attack of the 
  turn, instead of -10. This does not affect you if you have at 
  least 1 level in the destroyer class.
  • 
  The die you roll for damage for both physical melee, and 
  thrown attacks increases one die size (1d4 to 1d6, 1d6 to 
  1d8, and so on). This does not affect you if you already 
  have the destroyer's feat Momentum Master.
  Requirements You have 1 or more allies that can see and hear
  SEE AS I SEE  
   
   
   
  FEAT 12
  Prerequisites taijiki spells; Always Aware, or Taijiki Sight
  You can share the effects of the taijiki spells, always aware and 
  taijiki sight, with creatures you choose that are within 15 feet.
  DESTROYER
  TITAN'S LONGSWORD 
   
   
  FEAT 12
  Prerequisites taijiki spells
  You lengthen your sword doubling your reach. You gain the 
  titan’s longsword taijiki spell (page 24). Increase the number of 
  Focus Points in your focus pool by 1.
  DESTROYER
  You don’t think showing allies, how to lean in to hit an enemy just 
  out of reach, and to lean just out of reach to make an enemy miss, 
  is a violation of your oath. It’s really just a simple lesson about us-
  ing your body. Right? For the duration of the battle, affected allies 
  gain the benefits of the destroyer's feat Close Shave Adjustment.
  SIMPLE LESSON� 
   
   
  FEAT 12
  Prerequisites Close Shave Adjustment
  DESTROYER
  Requirements 1 or more allies that can see and hear you when
  you use this ability.
  TORTURE NEEDLE� 
   
   
  FEAT 12
  Prerequisites Needle of Agony
  DESTROYER
  Requirements You are wielding a taijiki fighting needle.
  BAHAURANG'S HELPING HAND� 
  FEAT 14
  Prerequisites good alignment
  DESTROYER
  Frequency Once used, you cannot use it again for 1d4 weeks.
  Bahaurang has taken interest in your career as a destroyer.  So 
  much so that on occasion, it will look in on you, and aid you in 
  combat. 
  Whenever you kill a creature with an evil alignment, you gain No-
  tice Points. A creature is worth a number of Notice Points based 
  on its level:
  • 
  Less than your level  1 point
  • 
  Same level  2 points
  • 
  Greater than your level  2 points + 1 point for every level 
  higher than yours.
  Special  You cannot “stack” uses of this feat. When you qualify to
  use it, you must use it before you can earn more Notice Points.
  • 
  Just before an attack that would bring you to 0 Hit Points, 
  you recover 10d4 + 20 Hit Points. If this is enough to pre-
  vent the attack from bringing you to 0 Hit Point, you are 
  not unconscious, or dying. In addition, you are immune to 
  all damage types until the start of the next round. Cannot 
  be used against effects with the Death trait, or would leave 
  no remains such as, disintegrate.
  • 
  1 temporary Focus Point which must be used to Cast a 
  taijiki spell during the current battle, or it is lost. If the spell 
  normally requires a saving throw, instead it automatical-
  ly succeeds, and calculate critical effects (if any) as if the 
  target rolled a critical failure for its saving throw.
  When you earn 10 Notice Points, you can use this at any time in a 
  battle, even when it is not your turn. Choose one of the following:
  Triggers An attack would bring you to 0 Hit Points, or you have
  0 Focus Points.
  You are gifted in the art of torture, capable of inflicting more than 
  mere physical pain on foes. When you use Needle of Agony, you 
  add one of the following effects:
  • 
  Seal the Breath  You disrupt the taijiki flow in the 
  target’s lungs causing fits of coughing. The target 
  must make a DC 10 flat check before using, or con-
  tinuing any action that requires breath control, such 
  as holding its breath underwater, Casting spells with 
  verbal components, using breath weapons, and doing 
  performances with the Auditory trait. If the check fails, 
  the action is wasted, spells and breath weapons are 
  expended harmlessly, and performances are critical 
  failures.
  • 
  Sensory Debilitation  You block the taijiki flow to one 
  of the target’s senses. The target becomes blinded, 
  deafened, or equivalent condition appropriate for the 
  sense debilitated (GM’s discretion).
  • 
  Limb immobilization  You block the taijiki flow to one 
  of your target’s limbs. The limb is paralyzed. If the limb 
  is necessary for movement, the target becomes immo-
  bilized. If the target has multiple movement types, such 
  as Flying and Swimming, it is still able to move using 
  its other types.
  Extract Needle�   Traits  Manipulate; Effects  The target, or
  another creature with a suitable limb can remove the needle. 
  Doing so successfully ends the Needle of Agony effects immedi-
  ately, and the Torture Needle effects at the end of the round.
     When a creature uses the Extract Needle action, it is flat-foot-
  ed, and triggers Attacks of Opportunity.
  
  SAMPLE DESTROYER
  ABILITY SCORES
  Prioritize Wisdom. Dexterity improves the accuracy of taijiki 
  spell attacks, and physical defenses. Charisma empowers 
  your Feint checks.
  SKILLS
  Arcana, Intimidation
  STARTING FEATS
  Distressing Strike (1st)
  HIGHER-LEVEL FEATS
  At 8th and 10th levels, it’s a good idea to take Spontaneous 
  Destruction, and Eidetic Spellcasting because these feats 
  give you slots that you can use to take fighting techniques, 
  and spells you don't know in the moment you need them.
  Any combination of taijiki spells based on your purposes 
  (2nd – 20th), Long Distance Needler (2nd), Secret in the 
  Sword (10th), Intermediate Taijikigong (12th), See As I See 
  (12th), Bahaurang's Helping Hand (14th), Feint-then-Touch 
  (16th), Advanced Taijikigong (18th)
  FEATS
  17
  17
  IMMEDIATE READINESS� 
   
  FEAT 14
  Frequency once used, cannot use it again for 1d4 rounds
  DESTROYER
  Requirements You are using Destroyer Stance.
  Sometimes, when you observe an enemy, you know exactly what 
  it’s going to do, and you can pull off an extraordinary feat of tim-
  ing. You react as though you had readied an action, and designat-
  ed the triggering creature’s attack as the trigger. For information 
  on Ready actions, see the "Basic Actions" section in Chapter 9 of 
  the Pathfinder Second Edition Core Rulebook.
     Make a Sense Intention check opposed by the Deception DC of 
  the triggering creature. You may decide the action you will take 
  after you make the Sense Intention check. If the action is a melee, 
  or ranged Strike, unlike a normal Ready action, the attack does 
  not incur a multiple attack penalty.
  Critical Success  You can use two Single actions, or, a Two-action
  activity. In addition, you reacted so quick, barely any time was 
  consumed. You gain an additional reaction that only can be 
  used before your next turn, or it is lost, and only to do Immedi-
  ate Readiness, or any of the following: Counter Manifestation; 
  Fangbreaker; Haywire; Lurch; Return Fire; Thwart Intention; 
  Thwarting Strike
  You cannot gain a third reaction in this way.
  Success  You can use a Single action.
  Failure  You act normally (if you have a reaction that applies).
  Triggers A creature targets you with a melee, or ranged attack.
  TAIJIKI TRANSFER  
   
   
  FEAT 14
  Prerequisites taijiki spells
  You steal the life force from your enemies, and use it to empower 
  yourself and allies. You gain the taijiki transfer taijiki spell (page 
  24). Increase the number of Focus Points in your focus pool by 1.
  DESTROYER
  UNCRITABLE 
   
   
   
  FEAT 14
  Triggers A creature you have under pressure, scores a critical hit
  DESTROYER
  When you press enemies, you enter from odd angles, making it 
  impossible for them to get the best leverage on attacks. When a 
  creature you have under pressure scores a critical hit on you with 
  a melee, or ranged attack, it is resolved as a normal hit.
  on you with a melee, or ranged attack.
  UNTOUCHABLE 
   
   
   
  FEAT 14
  Triggers A creature you have under pressure, makes a touch attack
  DESTROYER
  When you press enemies, you bob and twist and bend unpredict-
  ably making it impossible for them to touch you. When a creature 
  you have under pressure makes a touch attack on you, instead it 
  must make it as a melee, or ranged attack (whichever applies).
  on you.
  Requirements You are unarmored.
  Requirements You are unarmored.
   HAND OF TAIJIKI
  You cast spells that heal, empower, and ruin the 
  flow of taijiki in living beings. Or you can choose 
  to have wujiki, the capaability to do all three.
  
      18
      18
   16TH LEVEL
  COILING HANDS 
   
   
   
  FEAT 16
  Triggers An enemy attacks you.
  DESTROYER
  Prerequisites Trapping Leg, Adhering Hands
  FEINT-THEN-TOUCH 
   
   
  FEAT 16
  Prerequisites taijiki spells
  You trick a foe into offering you the target of your needle attack. 
  If the next attack in the current turn, is a melee, or ranged Strike 
  with a taijiki fighting needle, including Casting a taijiki spell, on 
  the triggering creature, you make it as a touch attack (the needle 
  strike automatically succeeds). The range of this attack is equal to 
  your reach at the time you make it.
  DESTROYER
  Requirements You are wielding a taijiki fighting needle.
  PUNCHING BLOCK� 
   
   
  FEAT 16
  Triggers You use Sliding Block against a physical attack, that was
  When you block a hit, you drive your arm forward slamming 
  your sword into your foe’s skull, knocking it silly. The triggering 
  creature takes 1d8 bludgeoning damage (1d10 with Momentum 
  Master). If it’s a critical miss, in addition to the damage, the target 
  makes a Will save. 
  Failure  Target is dazzled 3, deafened 3, and stupefied 3.
  DESTROYER
  Requirements Sliding Block. Fast Block. You are wielding a 
  already a miss, or it makes it a miss.
  limitless longsword. You are using Destroyer Stance.
  prone.
  Critical Failure  In addition to the failure effects, the target falls
  In addition, Feint checks made by the target are critical 
  fails.
  LURCH� 
   
   
   
   
  FEAT 16
  DESTROYER
  Triggers A creature up to 2 sizes larger than you, that is beyond
  Requirements You are a wielding a limitless longsword. You are
  your reach, attacks you with a physical melee attack.
  using Destroyer Stance.
  Sometimes, when you observe an enemy, you know exactly what 
  it’s going to do, and you can pull off an extraordinary feat of tim-
  ing. As the enemy attacks, you drag on its weapon, accelerating its 
  attack, pulling it across the battlefield. (See “Forced Movement” in 
  chapter 9 in Pathfinder Second Edition Core Rulebook.) 
     Make a Sense Intention check opposed by the Deception DC of 
  the triggering creature.
  Success  Regardless of the attack roll's result, it misses, and the
  target is moved 5 feet, plus 5 feet x your prociency rank in 
  Destroyer Style. 
  Critical Success  At the end of its movement, the triggering
  Failure You fail, and the attack roll is resolved normally.
  creature falls prone.
     In addition, you reacted so quick, barely any time was con-
  sumed. You gain an additional reaction that only can be used 
  before your next turn or it is lost, and only to do Lurch or any 
  of the following: Counter Manifestation; Fangbreake; Haywire; 
  Immediate Readiness; Return Fire; Thwart Intention; Thwarting 
  Strike
     You cannot gain a third reaction in this way.
  Frequency once used, cannot use for 1d4 rounds
  Prerequisites Immediate Readiness
  If the attack has an area of effect that includes your space, and
  the trapped creature is your size or larger, it provides cover pre-
  venting you from taking any damage.
  You can manipulate a foe you pressure, turning it into the path of 
  attacks from other foes. When a creature hits you with an attack, it 
  makes a DC 10 flat check.
  Success  You are hit. 
  Failure  The attack hits the creature you have under pressure.
  Requirements You have a creature under pressure.
  COUNTER MANIFESTATION 
   
  FEAT 16
  Prerequisites taijiki spells
  You use your taijiki to counter a spell or breath weapon. You gain 
  the counter manifestation taijiki spell (page 21). Increase the 
  number of Focus Points in your focus pool by 1.
  DESTROYER
  Requirements You are using Destroyer Stance.
  FANGBREAKER�  
   
   
  FEAT 16
  DESTROYER
  Frequency once used, cannot use it for 1d4 rounds
  Triggers A creature targets you with a physical melee attack.
  Prerequisites Immediate Readiness
  Requirements You are wielding a limitless longsword. You are
  Sometimes, when you observe an enemy, you know exactly what 
  it’s going to do, and you can pull off an extraordinary feat of tim-
  ing. You attack your enemy’s weapon as it attacks you, as though 
  you readied an action to do so, dealing a devastating blow that 
  can debilitate, or destroy. For information on Ready actions, see 
  the "Basic Actions" section in Chapter 9 of the Pathfinder Second 
  Edition Core Rulebook. Unlike a normal Ready action, the attack 
  does not incur a multiple attack penalty.
     Make a Sense Intention check opposed by the Deception DC of 
  the triggering creature.
  Success  Make a melee Strike on the triggering creature. For this
  attack, the creature does not apply any bonuses to its AC from ar-
  mor, or Dexterity, and you add the modifier to its current attack as 
  a circumstance bonus to your attack roll. If you hit, the triggering 
  creature rolls all physical damage it would have dealt if its attack 
  hit you, and you add it as a circumstance bonus to your damage 
  roll. The triggering creature’s weapon takes all the damage. Ignore 
  the weapon’s hardness (if any). If the damage equals, or exceeds 
  its Broken Threshold (BT) the weapon is broken. If its hit point are 
  reduced to 0 it is destroyed. 
     If its a natural weapon, and the damage is less than 1/4 the 
  creature's total, normal Hit Points, it is partially-crippled, and it 
  can only do half damage. If the damage equals, or exceeds 1/4 
  the creature’s total, normal Hit Points, it is fully-crippled, and is 
  no longer usable as a weapon. It can be restored by healing the 
  amount of damage inflicted by any forms of healing.
  using Destroyer Stance.
  Critical Success  In addition, you reacted so quick, barely any time
  was consumed. You gain an additional reaction that only can 
  be used before your next turn or it is lost, and only to do Fang-
  breaker or any of the following: Counter Manifestation; Hay-
  wire; Immediate Readiness; Lurch; Return Fire; Thwart Intention; 
  Failure You react normally (if you have a reaction that applies).
  Thwarting Strike
     You cannot gain a third reaction in this way.
  Triggers You succeed on a Feint attempt against an enemy.
  
  FEATS
  19
  19
  RETURN FIRE 
   
   
   
  FEAT 16
  Prerequisites You can cast taijiki spells. Immediate Readiness.
  Sometimes, when you observe an enemy, you know exactly what 
  he’s going to do, and you can pull off an extraordinary feat of tim-
  ing. You energize your longsword with taijiki to swat back ranged 
  attacks. You gain the return fire taijiki spell (page 23). Increase 
  the number of Focus Points in your focus pool by 1.
  DESTROYER
  Requirements You are wielding a limitless longsword. You are
   18TH LEVEL
  ADVANCED TAIJIKIGONG 
   
  FEAT 18
  Prerequisites Intermediate Taijikigong
  When you clear your mind, your focus comes flowing back in a 
  powerful rush. If you have spent at least 3 Focus Points since the 
  last time you Refocused, you recover 3 Focus Points when you 
  Refocus instead of 1.
  DESTROYER
  CLAWS OF THE BEBELITH  
   
  FEAT 18
  Prerequisites taijiki spells
  You summon the spirit of a powerful outsider to destroy a crea-
  ture’s defenses. You gain the claws of the bebelith taijiki spell 
  (page 21). Increase the number of your Focus Points in your focus 
  pool by 1.
  DESTROYER
  FUMBLER'S DEMISE 
   
   
  FEAT 18
  Triggers You have a creature under pressure.
  When you pressure a foe you constantly vary the length and 
  angle of your steps to outwit its timing. When you make a melee, 
  or ranged Strike on a creature you have under pressure, 6 better 
  than its AC is a critical hit. In addition, that creature scores a criti-
  cal hit on 14 better than your AC, and a critical fail on 6 lower than 
  your AC.
  DESTROYER
  EGO SHATTERING BLOW� 
   
  FEAT 18
  DESTROYER
  Prerequisites proficiency in Intimidation; Any of the following:
  Triggers You succeed with any of the prerequisite feats. 
  Counter Manifestation, Fangbreaker, Haywire, Immediate Read-
  iness, Lurch, Return Fire, Thwart Intention, Thwarting Strike
  Your unbelievable display of timing has a chance of demoralizing 
  your foe. When you succeed with one of the feats listed above on 
  a creature, make an Intimidation check to Demoralize your foe. 
  For this check, you do not incur the -4 circumstance penalty for 
  the target not being able to hear you.
     In addition, your Intimidation check gains a circumstance bonus 
  equal to the amount your Sense Intention check exceeded the 
  target creature’s Deception DC when you succeeded with the feat.   
     Regardless of the result, the target is immune to your Ego Shat-
  tering Blow ability for 10 minutes.
  Success  The target gains the under pressure condition for the
  duration of the battle. You don’t need to keep it within 
  your reach. The target cannot attempt to remove the 
  condition.
  HAYWIRE 
   
   
   
   
  FEAT 18
  Prerequisites Counter Manifestation
  When you succeed with Counter Manifestation, instead of dealing 
  damage to the triggering creature, or item, you can choose one of 
  the following:
  DESTROYER
  • 
  Target emits a 100-foot line, or a 60-foot cone of pure magi-
  cal energy that deals 1d8 force damage per level of the spell, 
  or per damage die of the breath weapon. The 100-foot line 
  is a ranged attack. Make the attack using your ranged attack 
  bonus(es). The 60-foot cone is an area effect. Targets make a 
  Reflex save opposed by your destroyer DC. 
  • 
  Target emits a 100-foot line, or a 60-foot cone of positive 
  energy that heals living creatures and harms undead 1d8 per 
  level of the spell, or per damage die of the breath weapon. 
  The 100-foot line is a ranged attack. Make the attack using 
  your ranged attack bonus(es). The 60-foot cone is an area 
  effect. Targets make a Reflex save opposed by your destroyer 
  DC. Allies require no save.
  • 
  Triggering creature makes a Fortitude save opposed by your 
  Destroyer DC.
  Success  Choose to make the target stupefied or enfeebled. 
  The value for both is equal to the spell’s level, or the 
  number of damage dice of the breath weapon.
  Failure  The stupified or enfeebled value is equal to twice the 
  spell’s level, or twice the number of damage dice of the 
  breath weapon.
  RUN THROUGH 
   
   
   
  FEAT 18
  Requirements You are using Destroyer Stance. You are wielding a
  You make fumbling foes pay a gruesome price. When you hit with 
  a Fumbler’s Gift, critical hit counterattack, the triggering creature 
  is automatically impaled on your blade. While impaled a creature 
  is grabbed, drained 4, and takes 1d8 persistent bleed damage. 
  The target creature can attempt (when it can take a Single action 
  to do so) an Escape check opposed by your destroyer class DC to 
  dislodge your sword.
  Success  The target dislodges your sword, removing the grabbed
  DESTROYER
  limitless longsword.
     At the start of each of your turns, while the creature is impaled, 
  as a Free action, you twist and turn your sword, increasing the 
  drained value by 2, and the persistent bleed damage by an addi-
  tional 1d8.
  condition. The drained 4 condition and persistent bleed dam-
  age continue each round until healed as per normal rules.
  Triggers An enemy critically fails with a melee, or ranged attack.
  using Destroyer Stance.
  
  PHASE TRAP 
   
   
   
  FEAT 20
  Prerequisites taijiki spells
  You create a sinister, near-inescapable trap for multiple creatures. 
  You gain the phase trap taijiki spell (page 22). Increase the num-
  ber of Focus Points in your focus pool by 1.
  DESTROYER
  SHATTER THE MASSES 
   
   
  FEAT 20
  Prerequisites Ego Shattering Blow
  Your unbelievable displays of timing can even Demoralize foes 
  that witness them.
  When you use Ego Shattering Blow on a creature, choose 1 addi-
  tional creature that can see you. Compare your Intimidation check 
  result to the Will DCs of both creatures. If you’re an expert in 
  Intimidation, choose up to 3 additional creatures, up to 9 if you’re 
  a master, and up to 24 if you’re legendary.
  DESTROYER
  THWARTING STRIKE 
   
   
  FEAT 20
  Sometimes, you can pull off a display of timing that is beyond 
  comprehension. When you succeed with Thwart Intention, the 
  triggering creature rolls the damage it would have dealt to you if 
  it hit, and it automatically takes the damage.
      If the Sense Intention check you made for Thwart Intention 
  exceeded the triggering creature’s Deception DC by 10 or more, 
  double the damage, even if the attack roll was a critical hit.
     In addition, you reacted so quick, barely any time was con-
  sumed. You gain an additional reaction that only can be used 
  before your next turn, and only to do Thwarting Strike or any of 
  the following: Counter Manifestation; Fangbreaker; Haywire; Im-
  mediate Readiness; Lurch; Return Fire; Thwart Intention
     You cannot gain a third reaction in this way.
  DESTROYER
  Frequency once every 1d4 rounds
  Prerequisites Thwart Intention
   20TH LEVEL
  FALL ON BLADE�  
   
   
  FEAT 20
  DESTROYER
  When an enemy commits a grievous error in timing, you extend 
  your sword at neck level for him to fall on. Instead of making a 
  critical hit counterattack, or placing it under pressure, you attempt 
  to kill it. You may Step, or Stride, or use another movement type 
  you possess, to move up to 10 feet (20 feet with Dashing Punish-
  er) to bring it within reach as long it is within reach at the end of 
  your movement. The target makes a Reflex save opposed by your 
  destroyer class DC. For this save, the triggering creature is consid-
  ered clumsy with a value equal to its Dexterity ability modifier.
  Success  The target manages to escape death by throwing a
  Failure   The creature's head is severed, and it dies.
  a limb in the way. The limb is cut off. The target takes 8d6 (8d8 
  with Momentum Master) persistent bleed damage. If the limb 
  is used for movement, such as a wing, or leg, or fin, there is the 
  possibility it can no longer use that type of movement. (GM’s 
  discretion.)
  Requirements You are using Destroyer Stance.
  Triggers An enemy triggers Fumbler's Gift, with a physical, melee
  attack.
  INVERSION STRIKE  
   
   
  FEAT 20
  Prerequisites taijiki spells
  You warp a creature’s taijiki turning its resistances into vulnerabil-
  ities. You gain the inversion strike taijiki spell (page 22). Increase 
  the number of Focus Points in your focus pool by 1.
  DESTROYER
      20
      20
  THWART INTENTION�  
   
  FEAT 18
  DESTROYER
   Frequency once used, cannot use for 1d4 rounds
  Triggers A creature you can reach, makes a melee attack on you
  Sometimes, when you observe an enemy, you know exactly what 
  it’s going to do, and you can pull off an extraordinary feat of 
  timing. You jam attacks as they manifest. Make a Sense Intention 
  check opposed by the Deception DC of the triggering creature.
  Success  The attack is negated, and the action is wasted.
  Critical Success  In addition, you reacted so quick, barely any time
  was consumed. You gain an additional reaction that only can be 
  used before your next turn or it is lost, and only to do Thwart 
  Intention, or any of the following: Counter Manifestation; Fang-
  breaker; Haywire; Immediate Readiness; Lurch; Return Fire; 
  Thwarting Strike
  Requirements You are in Destroyer Stance.
  including Disarm, Grapple, Shove, Trip, and melee spell attacks.
  Prerequisites Immediate Readiness
   You cannot gain a third reaction in this way.
  TAIJIKI SPELLS
  All the taijiki spells a destroyer can learn are presented 
  here.
  Cast	�	somatic
  You alter a creature’s physiology so it has a crippling allergy to 
  you, or a creature of your choice. Make a melee, or ranged Strike 
  with a taijiki fighting needle. If it hits, roll damage for the attack, 
  and the target makes a Fortitude save.
  Success  The target is unaffected.
  DESTROYER
  Failure  The target's revulsion to the allergen, forces it to move away.
  Saving Throw Fortitude; Duration 2 rounds
  Targets 1 creature
  ALLERGIC REACTION 
   
            FOCUS 2
  UNCOMMON
  TRANSMUTATION
  At the beginning of each of its turns, it moves away from the 
  allergen, until the distance is 5 feet farther than the reach of its 
  longest, melee weapon. This movement is forced and does not 
  trigger Attacks of Opportunity. See “Forced Movement” in chapter 
  9 in Pathfinder Second Edition Core Rulebook. Whenever it is 
  closer than that, it becomes sickened 2.
  Heightened (6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th) Each 
  time the spell is heightened, the duration increases by 1 round.
  Critical Failure  The target is sickened 4, instead of sickened 2.
  Prerequisites Fumbler's Gift
  
  Cast	�	somatic
  You boost your senses with taijiki. You gain:
  All Around Vision  You can see in all directions simultaneously,
  Duration 10 minutes
  Targets You
  ALWAYS AWARE  
   
            FOCUS 4
  DESTROYER
  UNCOMMON
  TRANSMUTATION
  21
  21
  Saving Throw Will; Duration 1 minute
  • 
  15 Hit Points
  • 
  Your taijiki guardian field’s status bonus to AC is +4 
  instead of +2.
  Cast	�	somatic
  You siphon the life force out of a creature on the brink of death. 
  Make a melee, or ranged Strike with a taijiki needle. If it hits, roll 
  damage for your needle, and the target makes a Will save.
  Success  The target’s dying value increases by 1. 
  Failure  The target dies. You gain a +1 status bonus to attack and
  DESTROYER
  Targets 1 living creature that has 0 Hit Points
  damage rolls plus one of the following:
  COLLECT DUNJIKI  
   
            FOCUS 2
  UNCOMMON
  NECROMANCY
  DESTROYER
  COUNTER MANIFESTATION 
            FOCUS 8
  UNCOMMON
  ATTACK
  Cast	�	somatic
  Targets 1 creature, or item
  You interrupt the Casting of a spell, or the use of a breath weap-
  on, at the right time with a pulse of taijiki causing a devastating 
  backlash. Make a Sense Intention check opposed by the target’s 
  Deception DC.
  Success  Make a melee, or ranged Strike using a taijiki fighting
  needle. If it hits, roll damage for your needle. If the target 
  was Casting a spell it is ruined, the Spell Slot is expended, 
  and the target takes 1d8 force damage per level of the 
  spell. If it’s a breath weapon, the attack is ruined, the use 
  is expended, and the target takes 1d8 force damage per 
  damage die rolled for the breath weapon.
     The damage is an internal explosion, and cannot be 
  reduced by any means. A target reduced to 0 Hit Points is 
  reduced to fine powder, and is considered destroyed by 
  the spell disintegrate.
  Critical Success  In addition, you reacted so quick, barely any
  time was consumed. You gain an additional reaction that 
  only can be used before your next turn, or it is lost, and 
  only to do Counter Manifestation or one of the following: 
  Fangbreaker; Haywire; Immediate Readiness; Lurch; Return 
  Fire; Thwart Intention; Thwarting Strike
  You cannot gain a third reaction in this way. 
  Frequency  once cast, you cannot cast it for 1d4 rounds.
  Cast	�	somatic
  You diminish the taijiki flowing to a creature’s brain making it 
  difficult to concentrate, and perform acts. Make a melee, or ranged 
  Strike with a taijiki needle. If you hit, roll damage for your needle, 
  and the target makes a Will save.
  Success  The target is unaffected.
  Failure  Either, the target incurs a -2 status penalty to its proficien-
  DESTROYER
  Targets 1 creature
  DISTRESSING STRIKE 
   
            FOCUS 1
  UNCOMMON
  NECROMANCY
  Saving Throw Will; Duration 1 minute
  • 
  All Armor types and Unarmored Defense
  • 
  All Weapon types
  • 
  Proficiency ranks in spells and spell DCs
  Heightened [10th] DISTRESSING AURA:  The affected creature 
  emanates a 15-foot aura. Any enemy in the aura makes a Will 
  save.
  Failure  Any enemies that fail suffer the effects listed under
  “failure” in the spell’s entry.
  Critical Failure  Any enemies that critically fail suffer the effects
  listed under “critical failure” in the spell’s entry.
     After making the save, the target does not make another save as 
  long as it stays in the aura’s range. If it moves out of and back into 
  the area, it must make the save again.
  or, a – 6 status penalty to Perception– and Deception–based
  Critical Failure  The target gains a –4 status penalty to proficiency
  ranks (Untrained max (0 bonus)). Or, -8 status penalty to all 
  Perception– and Deception–based checks.
  checks
  cy ranks in one of the following:
  while always aware is active, the special sight it gives 
  you functions in all directions.
  Special  If you Cast the taijiki spell taijiki sight (page 24)
  and therefore can't be flanked.
  CLAWS OF BEBELITH 
   
            FOCUS 9
  Targets 1 creature
  Cast	�	somatic
  The soul of a powerful outsider known as a bebelith, appears, 
  possesses the needles stuck in the target, transforms them into 
  the bladed claws it had in life, rips away the victim's armor, then 
  returns to the other side. Make two melee, or ranged Strikes on 
  the same target using two, different taijiki needles. If you hit, roll 
  damage for your needles.
     If both Strikes hit, the bebelith appears, and inflicts 4d4+18 
  negative damage as it rips away the target’s armor. If both strikes 
  do not hit, the spell fails. The target makes a Reflex save.
  DESTROYER
  UNCOMMON
  TRANSMUTATION
  Failure  During the flensing, the bebelith's claws cut extremely 
  deep opening bleeding gashes in the flesh beneath. The 
  target suffers an additional, 6d4 persistent bleed damage. 
  AC by an amount equal to your proficiency rank in taijiki spells. 
  Healing the the total damage, restores the AC reduction. 
  preventing its armor from being damaged.
  Failure  The target’s armor is damaged as its ripped off, losing
  the minimum amount of Hit Points to give it the Broken 
  condition. 
  Success  The target manages to flow with the ripping action
  If the target is wearing armor:
  If the target has natural armor:
  Success  Large sections are flensed off, reducing the target's
  
  Cast	�	somatic
  You cause the taijiki in a creature’s muscles to surge when it 
  attacks inflicting injury to itself from the excessive force. Make a 
  melee, or ranged Strike with a taijiki fighting needle. If it hits, roll 
  damage for your needle, and the target makes a Fortitude save. 
  Success  The target is unaffected.
  Failure  On the first attack of its turn, if the target does damage
  DESTROYER
  Targets 1 creature
  PATIENCE OR PAIN 
   
            FOCUS 4
  UNCOMMON
  NECROMANCY
  Saving Throw Fortitude; Duration 1d4 + 2 rounds
  with a physical melee attack, it deals half that damage to itself. 
  Any resistances, or immunities to damage the target creature 
  possesses do not apply to this damage.
  Critical Failure  On every attack of its turn, whenever it does 
  damage with a physical melee attack, it deals half the damage 
  to itself.
  Cast	�	(2 creatures), �	(3 creatures); somatic
  The most devious spell a destroyer can unleash on an enemy. You 
  entangle the life force of creatures, so they share one life force in 
  separate bodies, then phase them into an ethereal state where the 
  only escape is for all to succeed on a save at the same time.
     Make a melee, or ranged Strike on each target using a different 
  taijiki needle for each. Roll damage for any that hit. If you hit at 
  least 2 targets, those targets make a Fortitude save. At least 2 
  targets must fail the save, or the spell fails automatically.
  Success  The target is unaffected.
  Failure  The targets become ethereal, paralyzed, and stupified 8.
  DESTROYER
  Targets 2 or 3 creatures
  PHASE TRAP 
   
   
          FOCUS 10
  UNCOMMON
  ABJURATION
  Saving Throw Fortitude, special (see below); Duration varies
     The targets cannot be harmed in this state except by attacks 
  that can harm ethereal beings.
     At the end of each round, the targets can make a Will save to 
  escape the phase trap. If one target fails, they all fail, regardless of 
  the results. If all targets save, they escape the trap.
  Their place in initiative moves to last in the round.
     As a Free action, you can remove any number of creatures from 
  the phase trap.
     In the round creatures escape, or are freed from the phase trap, 
  they go at the last initiative in the round, and are flat-footed.
  Cast	�	somatic
  You channel taijiki into your damaged longsword forging it anew. 
  This removes the Destroyed, and Broken conditions.
     In addition, until the start of the next round, the restored, limit-
  less longsword becomes immune to all forms of damage.
  DESTROYER
  HEAL SWORD 
   
   
            FOCUS 2
  UNCOMMON
  TRANSMUTATION
      22
      22
  SPELLS
  Cast	�	(2 creatures), � (3 creatures); somatic
  You alter creatures so they painfully resonate when near each 
  other. Make a melee, or ranged Strike on two, or three creatures 
  using a different taijiki needle for each. Roll your needle damage 
  for any creatures you hit, and those targets make a Fortitude save. 
  At least two targets must fail the save for the spell to take effect. 
  Success  The target is not affected.
  Failure  When any of the affected targets comes 30 feet, or closer
  DESTROYER
  Targets 2 or 3 creatures
  PROXIMITY PAIN  
   
            FOCUS 3
  UNCOMMON
  ABJURATION
  Saving Throw Fortitude; Duration 1 minute
  to each other in a round, they are enfeebled 2. At the begin-
  ning of each subsequent round that affected target creatures 
  are 30 feet, or closer to each other, the enfeebled value 
  increases by 2. Moving more than 30 feet apart removes the 
  condition, and coming back within 30 feet “resets” the effect 
  (enfeebled 2, enfeebled 4 on 2nd round, and so on).
  INESCAPABLE VANQUISHER 
            FOCUS 6
  Your taijiki-charged mind shatters the illusion of physical limita-
  tions. You gain a Fly and a Swim speed equal to your Land speed. 
  You may end the spell at will. If you are flying when the spell ends, 
  you start to fall but the effect endures to the last moment, so you 
  take no damage from the fall, and land standing up. If you are 
  swimming when the spell ends, you rise to the surface, the spell 
  ending at the last moment.
  DESTROYER
  UNCOMMON
  TRANSMUTATION
  Cast	�	somatic
  Duration 1 minute
  Heightened [16th] You also gain a Burrow speed. If you are 
  burrowing when the spell ends, you rise to the surface, the spell 
  ending at the last moment.
  Cast	�	somatic
  You warp a creature’s physiology turning its resistances into vul-
  nerabilities. Make a melee, or ranged Strike using a taijiki fighting 
  needle. If it hits, roll damage, and the target makes a Fortitude 
  save. 
  Success  For the duration of the spell, the target loses all 
  DESTROYER
  Targets 1 creature
  INVERSION STRIKE  
   
          FOCUS 10
  UNCOMMON
  TRANSMUTATION
  Saving Throw Fortitude; Duration number of rounds equal to
  resistances to physical, and energy damage, and 
  regeneration.
  your proficiency rank in taijiki spells
  Failure  In addition to losing its resistances, and regeneration, for
  the duration of the spell, the target gains all that apply:
  • 
  Damage Acceptance  When the target is hit by an attack 
  type in which it had resistance to, it takes an additional 
  amount of damage equal to that resistance.
  • 
  Degeneration  When a target that had regeneration has 
  Hit Point loss, each round at the beginning of its turn, it 
  loses the number of Hit Points listed for its regeneration 
  ability, until it loses an amount of Hit Points equal to its 
  current total Hit Point loss. 
  Critical Failure  The spell's duration is doubled.
  Threaten Inversion, the target becomes immune for 10 
  minutes; Trigger  A creature is affected by inversion strike; 
  Duration  A number of weeks equal to your destroyer level; 
  Effect  You may make an Intimidation check to Demoralize 
  that creature. If you display a taijiki fighting needle to the 
  target: • You do not incur the -4 penalty if the target can't 
  hear nor understand your language  • You gain a +4 circum-
  stance bonus to the check, and the check can be made from 
  a distance the target can see you; Success  Against you, the 
  target is frightened 4. In addition, it is under pressure for the 
  duration of the battle. The target cannot remove the Under 
  Pressure condition, and does not need to be within your reach.
  Threaten Inversion�	Frequency  Regardless of the result of 
  
  23
  23
  NECROMANCY
  Cast	�	(2 creatures), �	(3 creatures);	somatic
  You link the life force of creatures so they all suffer the same 
  damage. Make a melee, or ranged Strike on each target using a 
  different taijiki needle for each. Roll the damage for any that hit, 
  and those targets make a Will save. At least two targets must fail 
  the save for the spell to take effect.
  Success  The target is unaffected.
  Failure  Any damage taken by one affected target is automatically
  DESTROYER
  Targets 2 or 3 creatures
  SHARED FATE 
   
   
            FOCUS 4
  UNCOMMON
  Saving Throw Will; Duration (see below)
  Critical Failure  The creature is also sickened 4 until its severed
  applied to the other affected targets. Only the resistances, and 
  immunities of the target being attacked directly are applied to 
  the damage. Once a target has taken 36 points of damage via 
  this link, it is severed from the link.
  from the link.
  Cast	�	somatic
  A split second before the enemy hits your weapon, you make it 
  flexible. The triggering creature rolls the damage for its attack. 
  Your weapon is immune to the damage, and you immediately 
  make a melee strike using your limitless longsword, on either the 
  triggering creature, or the weapon* it used to attack, adding its 
  attack roll modifier to your attack roll, and the damage it dealt to 
  your damage roll. You do not add precision, and energy damage, 
  or other special effects the triggering creature’s weapon causes 
  on a successful attack. This attack does not incur a multiple attack 
  penalty because it occurs outside of your turn.
     In addition, if your attack hits, the enemy makes a Fortitude 
  save. 
  Failure  The creature is knocked prone.
  DESTROYER
  Trigger A creature targets you, or your limitless longsword with a
  SNAPBACK  
   
   
            FOCUS 3
  UNCOMMON
  physcial melee attack.
  Cast	�	somatic
  DESTROYER
  Targets 1 creature
  RESIST MANIFESTATION  
            FOCUS 6
  UNCOMMON
  ABJURATION
  Saving Throw Will; Duration until target casts 2 spells that
  You create a field of taijiki within a creature’s body that interferes 
  with the manifestation of spells, and breath weapons. Make a 
  melee, or ranged Strike using a taijiki needle. This attack does not 
  incur a multiple attack penalty because it occurs outside of your 
  turn. If it hits, roll damage, and the target makes a Will save. 
  Success  The target is unaffected.
  Failure  The target must: 
  • 
  Cast a spell using 2 Spell Slots of the spell's level.
  • 
  Cast a focus spell using 2 Focus Points.
  • 
  Cast a constant spell using a Spell Slot of the spell's level, 
  and the spellcasting actions it requires, each round it wants 
  to keep it active.
  • 
  Cast an At Will spell using a Spell Slot of the spell's level, 
  and the spellcasting actions it requires.
  • 
  Use 4 actions to use a breath weapon; the target chooses 
  any 4 actions, over the course of any number of its turns 
  during a battle. It can use any combination of actions (1 
  Single action, then a Three-action activity; 2 Two-action 
  activities; etc. The breath weapon is used on the 4th action.
  DESTROYER
  RETURN FIRE 
   
   
            FOCUS 8
  UNCOMMON
  ATTACK
  Cast	�	somatic
  Duration number of rounds equal to your proficiency rank in
  taijiki spells
  You energize your longsword with taijiki, turning it into a mighty 
  paddle, and swat back your enemies’ missiles. For the duration of 
  the spell, you can use Free actions to swat back any missile that 
  targets you, and requires an attack roll to hit you (rays, bombs, 
  arrows, and so on). When an enemy targets you, make a Sense In-
  tention check opposed by the triggering creature’s Deception DC.
  Success  You swat back the missile to the triggering creature,
  another creature, or the weapon the triggering creature used 
  to attack you. This attack uses all the bonuses it had when 
  it targeted you, and you add your Dexterity modifier to the 
  attack, and damage rolls as a circumstance bonus. This attack 
  does not incur a multiple attack penalty because it occurs out-
  side of your turn. Against this attack the target is flat-footed.
  Critical Success  In addition, you reacted so quick, barely any
  time was consumed. You gain an additional reaction that only 
  can be used before your next turn, and only to do Return Fire 
  or one of the following: Counter Manifestation; Fangbreaker; 
  Haywire; Immediate Readiness; Lurch; Thwart Intention; 
  Thwarting Strike
     You cannot gain a third reaction in this way.
  Frequency  Once cast, you cannot cast it again for 1d4 rounds.
  Cast	�	to �; somatic
  � You, or a willing creature you can touch, regains 10 Hit Points.   
  HEALING
  Targets You or 1 creature
  TAIJIKI HEALING  
   
            FOCUS 1
  UNCOMMON
  Saving Throw none; Fortitude for unwilling targets
  NECROMANCY
  DESTROYER
  Heightened [8th] The Hit Points regained increases by 10.
  Heightened [14th] The Hit Points regained increases by 10.
  Heightened [20th] The Hit Points regained increases by 10.
  An unwilling target makes a Fortitude check.
  Success  Target is not healed
  Failure  Target is healed
  � You send a stream of taijiki to a target you can see, or detect 
  with taijiki sight within 30 feet. You have pinpoint control over the 
  movement of the stream allowing you to guide it through, around, 
  over, and under obstacles, or creatures in the way.
  expend Spell Slots or Focus Points, uses a breath weapon 2 
  times, or a combination of both; or, 24 hours from the time 
  Resist Manifestation took effect
  Special  For the duration of Return Fire, the limitless longsword
  used is immune to physical damage.
  *For your attack, the triggering creature's weapon is considered an 
  unattended item.
  
  Cast	�	somatic
  You make a creature’s taijiki surge in sporadic pulses, causing 
  body wide spasms that wreak chaos on its physical abilities. Make 
  a melee, or ranged Strike using a taijiki fighting needle. If it hits, 
  roll damage for your needle, and the target makes a Fortitude 
  save.
  Success  The target is unaffected
  Failure  The target is enfeebled 2, clumsy 2 and flat-footed for
  DESTROYER
  Targets 1 creature
  THE TWITCHES 
   
   
            FOCUS 5
  UNCOMMON
  Saving Throw Fortitude; Duration 1d6 + 1 rounds
  the current round. For the spell's duration, each round at 
  the beginning of its turn, it must make a Fortitude save. If it 
  succeeds, it acts normally for the round. If it fails, it suffers the 
  failure effects for the round.
  NECROMANCY
  Critical Failure  Instead, the target is enfeebled 4, clumsy 4, and
  flat-footed for the current round. 
  Heightened [18th] TWITCH-INDUCING AURA:  The affected 
  creature emanates a 15-foot aura. Any enemy in the area makes 
  a Fortitude save. After making the save, the target does not make 
  another save as long as it stays in the aura’s range. If it moves out 
  of and back into range, it must make the save again.
  Failure Any enemy that fails suffers the effects listed 
  Failure  Any enemy that fails suffers the effects listed under
  Critical Failure  Any enemy that critically fails suffers the effects
  “Failure” in the spell’s entry.
  listed under “Critical Failure” in the spell’s entry.
  Cast	�	somatic
  DESTROYER
  Targets 1 creature
  UNSTEADY  
   
   
            FOCUS 1
  UNCOMMON
  Saving Throw Fortitude; Duration a number of rounds equal to
  NECROMANCY
  You weaken the taijiki flow in a creature’s equilibrium meridian 
  destroying its balance. Make a melee, or ranged Strike with a tai-
  jiki fighting needle. If you hit, roll damage, and the target makes a 
  Fortitude save.  
  Success  The target is unaffected.
  Failure  For the duration of the spell, the target is clumsy 2, and at 
  the beginning of its turn, must use a Single action to steady 
  itself, or use a Free action to stumble a number of feet equal 
  to 5 x your proficiency rank in taijiki spells, in a direction you 
  choose. This movement is voluntary, thus triggers Attacks of 
  Opportunity.
     If the target cannot move the total distance because the 
  square(s) in its path are occupied by unwilling creatures, its 
  movement ends, and it triggers reactions as though it moved 
  out of the square it ended in.
  Critical Failure  Instead of a Single action to steady itself, it must 
  use a Two-action activity. And instead of clumsy 2, is clumsy 4.
  Heightened [14th] UNSTEADYING AURA:  The affected crea-
  ture emanates a 15-foot radius aura. Any enemy in the radius 
  makes a Fortitude save. After making the save, the target does 
  not make another save as long as it stays in the aura’s range. If it 
  moves out of and back into range, it must make the save again.
  Failure  Any enemy that fails suffers the effects listed under 
  Critical Failure  Any enemy that critically fails suffers the effects
  “failure” in the spell’s entry.
  listed under “critical failure” in the spell’s entry.
  Cast	�	somatic
  You gain the ability to detect the life force in creatures. You gain:
  Lifesense, 60 feet  You can sense the vital essence of living and
  DESTROYER
  Duration 1 minute
  Targets You
  undead creatures within 60 feet. The sense can distinguish 
  between the positive energy animating living creatures 
  and the negative energy animating undead creatures, 
  much as sight distinguishes colors.
     In addition, any creature within 60 feet that is concealed, 
  or hidden becomes observed, and invisible creatures are 
  considered hidden. And, if you succeed on the Seek action 
  to locate an invisible creature it becomes observed.
     In addition, while using taijiki sight, you gain a +4 sta-
  tus bonus to Sense Intention checks, and Sense Intention 
  DCs, and a +2 status bonus to Recall Knowledge checks to 
  identify creatures.
  TAIJIKI SIGHT 
   
   
            FOCUS 5
  UNCOMMON
  TRANSMUTATION
      24
      24
  SPELLS
  while taijiki sight is active, the special sight it gives you 
  functions in all directions.
  Special  If you Cast the taijiki spell always aware (page 21)
  Cast	� (1 creature),	�	(2 creatures), � (3 creatures);	somatic
  You steal life force from creatures, and use it to empower yourself, 
  or an ally. Make a melee, or range Strike on each target using a 
  different taijiki needle for each. Roll damage for any target you hit, 
  and those creatures make a Fortitude save.
  Success  Target is unaffected.
  Failure  The target takes 6d6 negative damage. You, or an ally
  DESTROYER
  Targets Up to 3 creatures
  TAIJIKI TRANSFER  
   
            FOCUS 7
  UNCOMMON
  Saving Throw Fortitude; Duration 1 minute
  NECROMANCY
  gains temporary Hit Points equal to half the negative damage 
  taken by all targets. If the recipient of the Hit Points is another 
  creature you must able to touch it. This is a Free action.
  Cast	�	somatic
  Your limitless longsword grows longer. Your reach with the affect-
  ed limitless longsword becomes 10 feet. Once complete, this spell 
  cannot be dispelled by the dispel magic spell, or similar effects.
  DESTROYER
  Duration 1 minute
  Targets 1 limitless longsword
  TITAN'S LONGSWORD 
   
            FOCUS 6
  UNCOMMON
  TRANSMUTATION
  � Instead of touching the target, you send a stream of taijiki to it. 
  It must be within 30 feet, and you can see, or detect it with taijiki 
  sight. You have pinpoint control over the movement of the stream 
  allowing you to guide it through, around, over, and under obstacles 
  or creatures in the way.
  The temporary Hit Points are lost after 1 minute.
  your proficiency rank in taijiki spells
  
  MULTICLASSING
  This section contains rules and feats for characters who devote 
  their spare time to being destroyers.
  DESTROYER ARCHETYPE
  Sometimes, people who are already fighting the forces of 
  evil are called to serve the universe. For more information 
  about archetypes, see the "Archetypes" section in Chapter 3 
  of the Pathfinder Second Editon Core Rulebook.
  MULTICLASS DESTROYER CHARACTERS
  The reduced multiple attack penalty is extremely helpful to 
  characters of any class. And it’s a great way for a charac-
  ter to gain many powerful reactions to attacks and critical 
  misses, and spells designed to ruin foes' combat abilities, 
  and assist allies.
  DESTROYER
  MULTICLASS
  Any Good or True Neutral alignment.
  DESTROYER DEDICATION 
   
    FEAT 2
  Prerequisites Wisdom 14, Charisma 14, Dexterity 14
  When able, you serve as the universe's agent of fury.
     You gain the destroyer’s Destroyer Style (page 3), Signature 
  Weapons (page 5), Taijiki Spells (page 6), and the Mark of the 
  Destroyer (page 6) class features. 
      You become trained in destroyer class DC, unarmored defense, 
  taijiki spells and taijiki spell DCs, and expert in signature weapon 
  use. 
      You become trained in Deception, Lore (creatures), and Lore 
  (affiliations); for each of these skills in which you were already 
  trained, you instead become trained in a skill of your choice. 
      You are bound by the oath you made to Bahaurang, and align-
  ment requirements (page 5). 
      At 12 level, you gain the destroyer’s guardian taijiki field ability, 
  Greater Guardian. 
  Special  You cannot select another dedication feat until you
  ARCHETYPE
  have gained two other feats from the destroyer archetype.
  BASIC DESTRUCTION 
   
   
    FEAT 4
  Prerequisites Destroyer Dedication
  You gain a 1st- or 2nd-level destroyer feat.
  ARCHETYPE
  DESTROYER RESILIENCY  
   
    FEAT 4
  Prerequisites Destroyer Dedication, class granting no more Hit
  You gain 3 additional Hit Points for each destroyer archetype class 
  feat you have. As you continue selecting destroyer archetype class 
  feats, you continue to gain additional Hit Points in this way.
  ARCHETYPE
  Points per level than 8 + your Constitution modifier.
  25
  25
  ADVANCED DESTRUCTION 
   
    FEAT 6
  Prerequisites Destroyer Dedication
  You gain one destroyer feat. For the purpose of meeting 
  its prerequisites, your destroyer level is equal to half your charac-
  ter level.
  Special  You can select this feat more than once. Each time you
  ARCHETYPE
  select it, you gain another destroyer feat.
  EXPERT DESTROYER 
   
   
    FEAT 8
  Prerequisites Destroyer Dedication
  Your proficiency rank in Destroyer Style increases to expert.
  ARCHETYPE
  DENY ADVANTAGE 
   
             FEAT 10
  Prerequisites Destroyer Dedication
  You gain the destroyer’s Deny Advantage class feature (page 7).
  ARCHETYPE
  EXPERT TAIJIKI SPELLCASTING  
  FEAT 12
  Prerequisites Destroyer Dedication
  Your proficiency rank in taijiki spell use increases to expert.
  ARCHETYPE
  DREAM•ENGINEER
  CEO • Corry Fitchpatric
  Developer • Corry Fitchpatric
  Designer • Corry Fitchpatric
  Art Director • Corry Fitchpatric
  ADAMATINE INSIDE AND OUT  
  FEAT 12
  Prerequisites Destroyer Dedication, expert in either Will or
  Your proficiency rank in the applicable saving throw(s) increases 
  to master.
  ARCHETYPE
  Fortitude saving throw, or expert in both. 
  
  THE UNIVERSE IS ANGRY. 
  Evil causes pain to taijiki, the life force that flows through 
  all living things in the universe. 
  This 25-page guide contains everything you need to play as the universe's agent of fury, from levels 1 
  to 20, in Pathfinder Second Edition. Includes 87 feats to customize your destroyer, as well as multiclass 
  feats for characters of other classes who answer the call to serve the universe.
  Instead of hacking and slashing, or blasting its way through foes, the destroyer is a “rogue” warrior. 
  It relies on perception to discern what foes are going to do, so it can attack, defend, and move with 
  perfect timing, undoing them with minimal effort. And some use devious, taijiki magic to cripple, 
  and steal their life force.
  The destroyer class introduces new ways to fight evil:
  • Sense Intention  Use your taijiki-enhanced senses in combat to detect when your enemies are 
  going to attack, and when openings will appear in their defenses, improving your attacks and de-
  fenses. As you level up, choose to learn advanced techniques from tons of feats, that let you pull 
  off amazing stunts of timing such as redirecting, or negating attacks, and backlashing spells.
  • Fumbler's Gift  Respond with punishing counterattacks, or prevent them from regaining their 
  balance, when your enemies make critical misses.
  • Taijiki Spells  Wreak havoc on the taijiki flowing through your enemies causing bizarre and crip-
  pling, physiological conditions. And manipulate your own to gain extraordinary abilities.
  Destroyers are warriors hand-picked by the universe 
  itself to purge it of evil.
  YOU ARE ITS WEAPON.
  "The mannerisms, and gestures a creature uses in combat are a type of language—a body language—that if you 
  can read it, will tell you everything he’s going to do. I taught you the fundamentals of how to do that. It’s up to 
  you to become better at it. But it will take dedication. For while body language is universal, each creature has its 
  own dialect. If you become legendary at it, there will be no evil that can escape destruction by your hands.”
  —Bahaurang, Vengeful Aspect of the Universe, and Grandmaster of Destroyers
  DREAM•ENGINEER
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Dream-Engineer - Destroyer Class Guide [2019].pdf