From Compendium of Worldly Lore
Needs review
Source: Dragon Magazine #336
Description: You know how to strike opponents in supernaturally vulnerable locations.
Prerequisites: DEX 13, Base Attack Bonus +8, WIS 13, Improved Unarmed Strike, Stunning Fist, Knowledge (Arcana) (5 ranks), Ki Strike (Magic)
You must declare that you are using this feat, as well as which pressure point you wish to strike, before you make your attack roll (thus, a failed attack roll ruins the attempt). You can use Pressure Point Strike as an attack against an enemy or to remove a detrimental condition from an ally. As an attack, Pressure Point Strike forces a foe damaged by your unarmed strike to make a Fortitude save (DC 10 +1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw suffers the effect of the targeted pressure point. This ability only works on giants, humanoids, and monstrous humanoids. Other creature types either lack pressure points or have very different ones.
You can aid an ally by bolstering him in some way or by attempting to remove a detrimental condition. Make a level check against the DC of the effect that caused your ally's condition to remove the condition.
The different uses of this feat count against the number of times per day you can use the Stunning Fist feat in specific amounts
White Tiger Array (1 use): A collection of points targeted by the standard use of Stunning Fist, when used on an ally they remove the stunned, sickened, or fatigued conditions.
Red Monkey Point (1 uses): A creature's motor functions depend on this point. Striking here paralyzes your opponent for 1d4 rounds. Used on an ally, it removes paralysis.
Water Turtle Point (2 uses): This point controls a creature's perceptions. Striking here blinds or deafens; your foe (your choice) for 1d4 rounds. Utilizing this point removes blindness or deafness from an ally.
Dragon Soul Point (3 uses): A creature's innate resistance to magic channels through this pressure point. Striking here lowers an opponent's spell resistance by 1d6 + your Wisdom modifier for 1 round (but not less than 0). When used on an ally, you can increase his spell resistance (whether natural or granted by a spell or item) by the same amount for 1 round.
Emerald Snake Point (3 uses): This point helps protect a creature from toxins and poisons. By striking this pressure point you can flood your foe's body with internal toxins, poisoning him (injury; Fortitude DC 10 +1/2 your character level + your Constitution modifier, initial damage 1d4 Con primary, no secondary damage). For an ally, you can delay the effects of poison for 1d4 hours.
Royal Viper Point (4 uses): This point controls a creature's ability to fight toxins and poisons. Striking here imposes a penalty on the target's saves against poison by 1 + your Wisdom modifier for 1d4 rounds. Touching this point allows you to neutralize poison in an ally.
Celestial Dragon Point (5 uses): This point regulates the flow of spell power. Striking here prevents an enemy front casting spells or using spell-like abilities for 1d4 rounds. When used on an ally; you may attempt to remove a condition caused by a spell or spell-like ability as if using greater dispel magic.