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| paths:perfect_path [2024/09/07 02:33] – [Flow Like Water] elfinlocks | paths:perfect_path [2025/08/21 03:48] (current) – reon | ||
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| * [[priority: | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| - | * [[priority: | + | * [[priority: |
| * [[priority: | * [[priority: | ||
| * [[priority: | * [[priority: | ||
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| ===== Crash Like Water ===== | ===== Crash Like Water ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Martial Training | + | ==== Iron Fists (Ex) ==== |
| - | **Requirements: | + | **Requirements: |
| - | You gain the [[chargen: | + | You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Your unarmed attacks |
| + | |||
| + | When attacking you decide if you wish to make Light strikes | ||
| Usually, your unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty to the attack roll. You have the same choice to deal lethal or nonlethal damage while grappling as well. | Usually, your unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty to the attack roll. You have the same choice to deal lethal or nonlethal damage while grappling as well. | ||
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| Your unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. | Your unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. | ||
| - | Lastly, you also deal more damage with your unarmed strikes | + | </ |
| + | <WRAP round box> | ||
| + | ==== Lethal Legs (Ex) ==== | ||
| + | **Requirements: | ||
| + | When making unarmed strikes | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Octopus Fighting (Ex) ==== | ||
| + | **Requirements: | ||
| + | You may make unarmed strikes with your fists, elbows, legs, knees and even head. In addition You may make a grapple check as a half action and gain a bonus on the check and CMD to resist grapple, equal to the number of free limbs you have (up to +4). When you hit with an unarmed strike you may spend 4 TP to roll a free grapple against the target as well. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Flurry of Blows (Ex) ==== | ||
| + | **Requirements: | ||
| + | As a Full Round Action, you may make an additional attack with a natural | ||
| + | |||
| + | Example: At BaB 10 as a Full Round action you may make 3 additional attacks at a -6 on all attacks. | ||
| - | === Table: Unarmed Damage By BaB === | ||
| - | {{tablelayout? | ||
| - | ^ Base Attack Bonus ^ Unarmed Damage | ||
| - | | 1-3 | 1d6 | | ||
| - | | 4-7 | 1d8 | | ||
| - | | 8-11 | 1d10 | | ||
| - | | 12-15 | 2d6 | | ||
| - | | 16-19 | 2d8 | | ||
| - | | 20 | 2d10 | | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Stunning Fist (Ex) ==== | ==== Stunning Fist (Ex) ==== | ||
| - | **Requirements: | + | **Requirements: |
| You must declare that you are using this Talent before you make your attack roll (thus, a failed attack roll ruins the attempt, and wastes the [[game_systems: | You must declare that you are using this Talent before you make your attack roll (thus, a failed attack roll ruins the attempt, and wastes the [[game_systems: | ||
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| <WRAP round box> | <WRAP round box> | ||
| ==== Perfected Strike (Ex) ==== | ==== Perfected Strike (Ex) ==== | ||
| - | **Requirements: | + | **Requirements: |
| You may now spend 1 [[game_systems: | You may now spend 1 [[game_systems: | ||
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| <WRAP round box> | <WRAP round box> | ||
| ==== Quivering Palm (Ex) ==== | ==== Quivering Palm (Ex) ==== | ||
| - | **Requirements: | + | **Requirements: |
| You can cause vibrations within the body of another creature that can thereafter be fatal if you so desire. You must announce your intent before making your attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, you can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to your [[priority: | You can cause vibrations within the body of another creature that can thereafter be fatal if you so desire. You must announce your intent before making your attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, you can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to your [[priority: | ||
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| ==== Purity of Body (Ex) ==== | ==== Purity of Body (Ex) ==== | ||
| - | **Requirements: | + | **Requirements: |
| You gain immunity to all diseases, including supernatural and magical diseases. | You gain immunity to all diseases, including supernatural and magical diseases. | ||
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| ==== Wholeness of Body (Ex) ==== | ==== Wholeness of Body (Ex) ==== | ||
| - | **Requirements: | + | **Requirements: |
| - | You may heal yourself a number of your Hit Points equal to your total Hit Dice as a Standard | + | You may heal yourself a number of your Hit Points equal to your total Hit Dice as a Move Action by spending 2 [[game_systems: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Diamond Body (Ex) ==== | ==== Diamond Body (Ex) ==== | ||
| - | **Requirements: | + | **Requirements: |
| You gain immunity to poisons of all kinds. | You gain immunity to poisons of all kinds. | ||
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| ==== Diamond Soul (Ex) ==== | ==== Diamond Soul (Ex) ==== | ||
| - | **Requirements: | + | **Requirements: |
| You gain spell resistance equal to your HD + 10. In order to affect you with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds your spell resistance. | You gain spell resistance equal to your HD + 10. In order to affect you with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds your spell resistance. | ||
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| ==== Timeless Body (Ex) ==== | ==== Timeless Body (Ex) ==== | ||
| - | **Requirements: | + | **Requirements: |
| You no longer take penalties to your ability scores for aging, and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Age bonuses still accrue, and you still die when your time is up. | You no longer take penalties to your ability scores for aging, and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Age bonuses still accrue, and you still die when your time is up. | ||
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| ==== Empty Body (Su) ==== | ==== Empty Body (Su) ==== | ||
| - | **Requirements: | + | **Requirements: |
| - | You gain the ability to assume an ethereal state for 1 minute as though using the spell [[priority: | + | You gain the ability to assume an ethereal state for 1 minute |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Ascended Body ==== | + | ==== Ascended Body (Ex) ==== |
| - | **Requirements: | + | **Requirements: |
| You ascend to a higher state of being. You are forevermore treated as an outsider rather than as a humanoid (or whatever your original creature type was) for the purpose of spells and magical effects. Additionally, | You ascend to a higher state of being. You are forevermore treated as an outsider rather than as a humanoid (or whatever your original creature type was) for the purpose of spells and magical effects. Additionally, | ||
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| Lastly, you cease to age, remaining within your current age category forever. You may choose to pass along after fulfilling a great duty, or when at least one hundred years have passed since you gained this Talent. Upon making this choice, you die as if of old age, though your body and worn equipment completely disappear, as if fading onto the wind. | Lastly, you cease to age, remaining within your current age category forever. You may choose to pass along after fulfilling a great duty, or when at least one hundred years have passed since you gained this Talent. Upon making this choice, you die as if of old age, though your body and worn equipment completely disappear, as if fading onto the wind. | ||
| </ | </ | ||
| + | |||
| + | ===== Ascetic Style ===== | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Ascetic Form ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You may apply the effects of Talents that affect or otherwise augment unarmed strikes. For example, this Style allows you to use [[paths: | ||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Ascetic Strike ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You may spend 5 [[game_systems: | ||
| + | </ | ||
| + | <WRAP center round info 80%> | ||
| + | For example, if Shozin the warrior has a Prowess of 11, he may spend 5 TP to make an Ascetic Strike against his chosen target. Because his Prowess is 11, Shozin would normally have 3 attacks as part of a Full Attack Action, meaning he gains +2 to this attack roll. On a normal hit, Shozin deals 1d8 + 10 damage with his blade, but on a successful Ascetic Strike, he deals 3d8 + 30 damage instead. | ||
| + | </ | ||
| + | |||
| + | ===== Boar Style ===== | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Boar Style ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You can deal bludgeoning damage or slashing damage with your unarmed strikes as desired if you possess the [[chargen: | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Boar Ferocity ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You add piercing damage to the damage types you can deal with your unarmed strikes, if you are capable of inflicting lethal damage with them. Furthermore, | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Boar Shred ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You can use [[priority: | ||
| + | </ | ||
| + | |||
| + | |||
| + | ===== Crane Style ===== | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Crane Style ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Crane Wing ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | When fighting defensively with at least one hand free, you gain an additional +1 dodge bonus to Armor class and may take a penalty on attack rolls for every 4 HD you have to gain an additional dodge bonus equal to the penalty on attacks. | ||
| + | |||
| + | If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this Talent, but you must be aware of the attack and not flat-footed. | ||
| + | |||
| + | You may Parry a number of attacks per round equal to the dodge bonus provided by Crane Style. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Crane Riposte ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You now take only a –1 penalty on attack rolls for fighting defensively. | ||
| + | |||
| + | Whenever you deflect or Parry an opponent’s attack using Crane Wing, you can make an attack of opportunity against the attacker after the attack misses. You also can a bonus on the parry attempt equal to the Dodge bonus. | ||
| + | |||
| + | In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action, penalties on the attack roll still apply). | ||
| + | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | //Wax on, wax off.// | ||
| + | |||
| + | ===== Shikigami Style ===== | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Shikigami Style ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | While in this style, you deal damage with improvised weapons as if they were one size category larger than their actual size. Whenever you make a Strike with an improvised weapon against a creature that hasn’t seen you make a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is flat-footed against you for that Strike. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Shikigami Mimicry ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | Whilst using Shikigami Style, you may spend 2 [[game_systems: | ||
| + | |||
| + | In addition, your improvised weapons deal damage as if they were two size categories larger than its actual size, instead of one. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Shikigami Manipulation ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | Whilst using Shikigami Style, you may spend 1 [[game_systems: | ||
| + | |||
| + | |||
| + | ^ CST Requirement | ||
| + | | 5 | Your improvised weapons are considered to be magic weapons, for the purpose of overcoming damage reduction. | ||
| + | | 7 | Your improvised weapons are considered to be made of silver and cold iron, for the purpose of overcoming damage reduction. | ||
| + | | 10 | Your improvised weapons are also treated as chaotic for the purpose of overcoming damage reduction. | ||
| + | | 12 | Your improvised weapons are treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Shikigami Rampage ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You may retrieve any suitable object around you and wield it as a weapon as a Free Action, as long as you can reach it. Whenever you critically strike with an improvised weapon, you may destroy the object on impact, inflicting an additional 3d6 damage to your target, as long as the object possesses a hardness of equal to or less than your [[chargen: | ||
| + | </ | ||
| + | |||
| + | |||
| + | |||
