Yikes, I only looked at WD's post, didn't notice everyone else above!
TRM: I don't have access to that feat, but if you post it I'd be happy to consider it. I know what you mean about core caster feats, which is why generally I prefer Arcana Evolved. As for the animal companion, I think this is a perfectly acceptable option. I think I'll introduce the creature when the time comes to move on from Heartsflow (one way or another). I realised the other day that I've been sat on a load of salsham'ai-based feats that I've never gotten around to putting up on the CC website. See spoiler block below.
Blackrat: Feat is fine with me. I'm happy to go with a ritual approach to upgrading White Lotus, rather than reforging it. The net effect (monetary cost) is the same. I imagine it is already a finely-made blade, just not mechanically classed as "masterwork".
[SBLOCK=Salsham'ai feats]
These first few are general feats, some specific to the salsham'ai physiology.
Enhanced Camouflage [Salsham’ai]
Your natural camouflage ability has a greater range of tones.
Prerequisite: Salsham’ai
Benefit: Your natural ability to change your skin tones has a greater range of colour. The racial bonus to Hide is +4 even when you are not in natural surroundings.
Normal: The racial bonus to Hide is +4 in natural surroundings and +2 otherwise.
Fast Climber [General]
You are able to climb at an accelerated rate.
Prerequisite: Dex 15+
Benefit: Due to superior climbing ability you are able to climb at double speed without penalty. Creatures without a listed climb speed normally climb at one quarter of their base rate. With this feat they may climb at one half of their base movement rate. If you are of a race that has a base climb speed you may also climb at triple your climb rate by taking a -5 penalty to Climb checks. You can maintain this triple speed for the same duration as a run x3 movement rate. You cannot use this feat if your movement rate has been reduced through armour or encumbrance.
Normal: Characters can normally climb at double speed with a -5 penalty to the Climb check, and may not travel at triple speed.
Multi-Dextrous [Salsham’ai]
You are able to use your feet as well as your hands for manipulating objects.
Prerequisite: Salsham’ai
Benefit: When using your feet to manipulate items you take no penalty to any check required.
Normal: A salsham’ai normally takes a -4 penalty to any check made using the feet to manipulate.
Special: This feat does not remove the need for the salsham’ai to use other limbs for stability. This feat does not remove any penalties relating to two-weapon fighting.
Spider Wrestling [General]
You compensate for your size when grappling larger opponents.
Prerequisite: Small size or less, Improved Grapple
Benefit: When grappling with opponents of larger size than you, your size counts as one higher for the purposes of a grapple check.
These next feats use the salsham'ai view of magic, a kind of mix of reiki and feng shui that pictures magic as a flowing, almost living force that passes through four meridians in the body. It sort of ties with a subsystem whereby choosing to be a Pas Aat caster at first level affects the way you can cast spells - Divination at 1 level higher, Evocation at 1 level lower and no Conjuration (Creation) spells, plus the ability to use Pas Aat feats. Hence Heart Magic needs work to be usable without this subsystem.
Crown (Violet) Magic [Pas Aat]
You can focus your magic through the Crown Meridian, the centre of the intellect and communication.
Prerequisite: Able to cast 1st level spells.
Benefit: By preparing and/or casting Language-Dependent spells at one spell level higher you can remove the need to speak the target’s language. Such spells produce a visible violet glow when cast. Furthermore you gain a permanent +1 bonus to all saves against Mind-Affecting spells.
Heart (Blue) Magic [Pas Aat]
You can focus your magic through the Heart Meridian, the centre of the emotions and creativity.
Prerequisite: Able to cast 1st level spells.
Benefit: Your spells are so artisitically unique that anyone attempting to counterspell suffers a -2 penalty to Spellcraft checks to recognise them. Your increased ties to the power of creativity also allows you to access spells of the Conjuration (Creation) school, but only if the spell level does not exceed half the maximum spell level that you can cast. For example, a character able to cast 6th level spells may only prepare and cast Conjuration (Creation) spells up to 3rd level.
Navel (Orange) Magic [Pas Aat]
You can focus your magic through the Navel Meridian, the centre for health and vitality.
Prerequisite: Able to cast 1st level spells.
Benefit: You cast all spells of the Conjuration (Healing) school as if one level higher for the purpose of level-based variables. Spells cast in such a fashion produce a visible orange glow. Furthermore you gain a permanent +1 bonus to all saves versus spells of the Necromancy school.
Root (Red) Magic [Pas Aat]
You can focus your magic through the Root Meridian, the centre for survival and protection.
Prerequisite: Able to cast 1st level spells.
Benefit: You cast all spells of the Abjuration school as if one level higher. All spells cast in such a fashion produce a red glow. Furthermore, once per day you can add your caster level to one saving throw. You must announce this before rolling the die.
These are some further Pas Aat feats of general usage. I think the Pas Aat Strike tree might need work to balance it.
Draw Pas Aat [Pas Aat]
You are able to gather Pas Aat to replenish your magical energy.
Prerequisite: Able to cast 1st level spells, Wis 17+
Benefit: Once per day the character may meditate and attempt to draw in the ambient Pas Aat around him to recover a spent spell or spell slot. To do so takes about 10 minutes in a quiet environment and requires a Concentration check DC (15 + level of the spell or spell slot). If successful, the spell or spell slot returns as if unused. Draw Pas Aat is a supernatural ability.
Energise Pas Aat Crystal [Item Creation, Pas Aat]
Prerequisite: Able to cast 1st level spells.
Benefit: You can energise a crystal to contain one spell that you know. This spell can be cast by anyone holding the crystal but once cast the spell is lost and the crystal becomes inert. Energising a Pas Aat crystal takes one day. When you energise a crystal, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a crystal is 10gp per level of spell that it is to contain, and there are further costs for ritual components required in focussing the Pas Aat. These cost spell level x caster level x 25 gp. To energise a crystal, you must spend 1/25 of this base price in XP. Spells with a casting time of longer than 1 standard action require double the cost in gp and xp to store. Inert crystals may be re-used but once energised by a particular spell they become so attuned to it that they may only contain that spell in future.
Any crystal that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when energising the crystal.
You need to be a Pas Aat spellcaster to energise a Pas Aat crystal, and spells stored must conform to the parameters of Pas Aat magic, for example no Conjuration (creation) spells may be stored as these are forbidden to Pas Aat casters.
Pas Aat Strike [Pas Aat]
Using your knowledge of Pas Aat meridians, you are able to deliver precise, debilitating strikes to your opponent. Alternatively, you may manipulate the Pas Aat meridians to remove debilitations.
Prerequisite: Wis 13+, Improved Unarmed Strike
Benefit: When you make an unarmed attack you may declare before-hand that you wish to perform a Pas Aat strike, and what effect you wish to achieve. If your attack succeeds, your opponent must make a Fortitude save (DC 10 +1/2 your level + your Wisdom modifier) or suffer one of the following conditions for 1 round per four of your character levels: Dazed, Deafened, Fatigued or Sickened.
Alternatively, a Pas Aat strike can be used to cure any of these conditions. If the condition is caused by disease or spell, then the Pas Aat striker must make an attack roll to beat the save DC of the condition, otherwise the attempt automatically succeeds at the cost of one use of Pas Aat strike.
If the character has the Stunning Fist feat they may use a Pas Aat strike in place of one of their Stunning Fist attacks. If they do not have the Stunning Fist feat they may use a Pas Aat strike once per day for every five character levels that they have. A Pas Aat strike that misses does not count as a use.
The Pas Aat Strike is a supernatural ability.
Special: Monks who follow the Skill of Raindrops or Spider in Amber styles may select this as a bonus feat.
Pas Aat Strike, Greater [Pas Aat]
Your ability to affect the condition of targets using Pas Aat strikes is increased.
Prerequisite: Pas Aat Strike
Benefit: When you make an unarmed attack you may declare before-hand that you wish to perform a Pas Aat strike, and what effect you wish to achieve. If your attack succeeds, your opponent must make a Fortitude save (DC 10 +1/2 your level + your Wisdom modifier) or suffer one of the following conditions for 1 round per four of your character levels: Blinded, Exhausted, Nauseated, Paralyzed.
Alternatively, a Pas Aat strike can be used to cure any of these conditions. If the condition is caused by disease or spell, then the Pas Aat striker must make an attack roll to beat the save DC of the condition.
If the character has the Stunning Fist feat they may use a Pas Aat strike in place of one of their Stunning Fist attacks. If they do not have the Stunning Fist feat they may use a Pas Aat strike once per day for every five character levels that they have.
Greater Pas Aat Strike is a supernatural ability.
Block Pas Aat [Pas Aat]
Through precise blows aimed at meridional points, you can affect the flow of Pas Aat through an opponent and hinder his magical ability.
Prerequisite: Pas Aat Strike, Bas attack bonus 8+
Benefit: You make a single unarmed attack, declaring before the attack roll is made that you wish to use this feat. If the attack succeeds, your opponent must make a Fortitude save (DC 10 +1/2 your level + your Wisdom modifier) or be unable to use spells or spell-like abilities for 1 round per four of your character levels
If the character has the Stunning Fist feat they may use a Block Pas Aat attempt in place of one of their Stunning Fist attacks. If they do not have the Stunning Fist feat they may Block Pas Aat once per day for every five character levels that they have.
Block Pas Aat is a supernatural ability.
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