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paths:perfect_path [2025/07/08 16:34] – [Key Skills] vondorpaths:perfect_path [2025/08/21 03:48] (current) reon
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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.
 </WRAP> </WRAP>
 +
 +===== Ascetic Style =====
 +
 +<WRAP round box>
 +==== Ascetic Form ====
 +  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, 20 EXP
 +
 +You may apply the effects of Talents that affect or otherwise augment unarmed strikes. For example, this Style allows you to use [[paths:perfect_path|Path of the Perfect Self]] Talents through the chosen weapon, such as Stunning Fist or Flurry of Blows.
 +</WRAP>
 +
 +<WRAP round box>
 +==== Ascetic Strike ====
 +  * **Requirements:** Ascetic Form, [[chargen:common_terms#core_stats|CST]] 12, 30 EXP
 +
 +You may spend 5 [[game_systems:tactic_pool|TP]] as a Full Round Action to make a devastating single attack. Roll one attack at your highest Base Attack Bonus, and gain a +1 bonus on the attack roll for every additional attack you would normally be capable of making. Upon a successful hit, you deal damage as if all attacks you were capable of making hit successfully. Missing the attack still expends the TP.
 +</WRAP>
 +<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.
 +</WRAP>
 +
 +===== Boar Style =====
 +
 +<WRAP round box>
 +==== Boar Style ====
 +  * **Requirements:** [[priority:skills:intimidate|Intimidate]] 3,  5 EXP
 +
 +You can deal bludgeoning damage or slashing damage with your unarmed strikes as desired if you possess the [[chargen:universal_talents#improved_unarmed_strike|Improved Unarmed Strike]] Talent. While using this style, once per round when you hit a single foe with two or more unarmed strikes, natural weapons or light weapons, you can tear flesh. When you do, you deal 2d6 extra points of damage with that attack and subsequent attacks. This Talent qualifies your character as possessing the gore universal monster ability for any Talents or abilities that may affect or require it.
 +</WRAP>
 +<WRAP round box>
 +==== Boar Ferocity ====
 +  * **Requirements:** Boar Style, [[priority:skills:intimidate|Intimidate]] 6,  15 EXP
 +
 +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, you gain a +2 bonus on [[priority:skills:intimidate|Intimidate]] checks to demoralize opponents. While using Boar Style, whenever you tear an opponent’s flesh, you can spend a free action to make an Intimidate check to demoralize all opponents in a 30 ft. radius centered on you.
 +</WRAP>
 +<WRAP round box>
 +==== Boar Shred ====
 +  * **Requirements:** Boar Ferocity, Intimidate 10,  25 EXP
 +
 +You can use [[priority:skills:intimidate|Intimidate]] to demoralize an opponent as a Swift Action. While using Boar Style, whenever you tear an opponent’s flesh, once per round at the start of that opponent’s turn he takes 1d6 bleed damage. The bleeding may only be stopped by a [[priority:magic:spells:tier1:cure_light_wounds|Cure]] spell or a [[priority:skills:heal|Heal]] check (DC 10 + your Prowess).
 +</WRAP>
 +
 +
 +===== Crane Style =====
 +
 +<WRAP round box>
 +==== Crane Style ====
 +  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 6, 10 EXP
 +
 +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>
 +<WRAP round box>
 +==== Crane Wing ====
 +  * **Requirements:** Crane Style, [[chargen:common_terms#core_stats|CST]] 10, 25 EXP
 +
 +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>
 +<WRAP round box>
 +==== Crane Riposte ====
 +  * **Requirements:** Crane Wing, [[chargen:common_terms#core_stats|CST]] 16, 35 EXP
 +
 +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).
 +</WRAP>
 +
 +----
 +
 +//Wax on, wax off.//
 +
 +===== Shikigami Style =====
 +
 +<WRAP round box>
 +==== Shikigami Style ====
 +  * **Requirements:** [[chargen:universal_talents#catch_off_guard|Catch Off Guard]] or [[chargen:universal_talents#throw_anything|Throw Anything]], [[chargen:common_terms#core_stats|CST]] 2, 10 EXP
 +
 +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>
 +<WRAP round box>
 +==== Shikigami Mimicry ====
 +  * **Requirements:** Shikigami Style, [[chargen:common_terms#core_stats|CST]] 5, 20 EXP
 +
 +Whilst using Shikigami Style, you may spend 2 [[game_systems:tactic_pool|TP]] to grant an improvised weapon an appropriate [[equipment:weapons:weapontraits|Weapon Trait]]. The improvised weapon is treated as possessing this trait until the end of combat. At BaB 8, you may spend 2 additional [[game_systems:tactic_pool|TP]] to grant the item a second trait, if desired. Traits may not conflict or overlap with one another, and the Game Master has the final say on what improvised weapons may possess what traits.
 +
 +In addition, your improvised weapons deal damage as if they were two size categories larger than its actual size, instead of one.
 +</WRAP>
 +<WRAP round box>
 +==== Shikigami Manipulation ====
 +  * **Requirements:** Shikigami Mimicry, [[chargen:common_terms#core_stats|CST]] 8, 25 EXP
 +
 +Whilst using Shikigami Style, you may spend 1 [[game_systems:tactic_pool|TP]] to grant your improvised weapon additional effects for a number of minutes equal to your Secondary Attribute modifier, as shown below. By spending 1 [[game_systems:tactic_pool|TP]], you gain all of the listed effects which you qualify for, for that weapon.
 +
 +
 +^ CST Requirement  ^ Effect                                                                                                                      ^
 +| 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>
 +<WRAP round box>
 +==== Shikigami Rampage ====
 +  * **Requirements:** Shikigami Mimicry, [[chargen:common_terms#core_stats|CST]] 11, 20 EXP
 +
 +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:common_terms#core_stats|CST]].
 +</WRAP>
 +
 +
 +