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| paths:perfect_path [2025/08/21 03:43] – reon | paths:perfect_path [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks | ||
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| **Requirements: | **Requirements: | ||
| - | 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 | + | 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 [[game_systems: |
| When attacking you decide if you wish to make Light strikes or One handed strikes. Light strikes inclict 1d6 bludgeoning damage and are considered light weapons. One handed strikes inflict 1d8 bludgeoning damage and are considered one handed weapons | When attacking you decide if you wish to make Light strikes or One handed strikes. Light strikes inclict 1d6 bludgeoning damage and are considered light weapons. One handed strikes inflict 1d8 bludgeoning damage and are considered one handed weapons | ||
| - | Usually, your unarmed strikes deal lethal damage, but you can choose to deal nonlethal | + | Usually, your unarmed strikes deal lethal damage, but you can choose to deal [[game_systems: |
| 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. | ||
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| ==== Flurry of Blows (Ex) ==== | ==== Flurry of Blows (Ex) ==== | ||
| **Requirements: | **Requirements: | ||
| - | As a Full Round Action, you may make an additional attack with a natural or unarmed weapon, all attacks are made at a -2. At 5 BaB and every additional 5 past you may make another additional attack with an additional -2 for each additional attack made. | + | As a Full Round Action, you may make an additional attack with a natural or unarmed weapon, all attacks are made at a -2. At 5 [[priority: |
| - | Example: At BaB 10 as a Full Round action you may make 3 additional attacks at a -6 on all attacks. | + | Example: At [[priority: |
| </ | </ | ||
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| **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: |
| Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. | Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. | ||
| - | As your Base Attack Bonus increases, you may apply new effects to the target of your Stunning Fist. You may only apply one effect at a time to any given creature, and you must choose which to apply before attempting the attack roll: | + | As your [[priority: |
| === Table: Stunning Fist Conditions === | === Table: Stunning Fist Conditions === | ||
| {{tablelayout? | {{tablelayout? | ||
| - | ^ Base Attack Bonus ^ Stunning Fist Condition | + | ^ [[priority: |
| | 5 | Fatigued | | 5 | Fatigued | ||
| | 7 | Sickened (1 minute) | | 7 | Sickened (1 minute) | ||
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| === Table: Perfected Strike === | === Table: Perfected Strike === | ||
| {{tablelayout? | {{tablelayout? | ||
| - | ^ Base Attack | + | ^ [[priority: |
| | 5 | Your unarmed strikes are considered to be magic weapons, for the purpose of overcoming damage reduction. | | 5 | Your unarmed strikes are considered to be magic weapons, for the purpose of overcoming damage reduction. | ||
| | 7 | Your unarmed strikes are considered to be made of silver and cold iron, for the purpose of overcoming damage reduction. | | 7 | Your unarmed strikes are considered to be made of silver and cold iron, for the purpose of overcoming damage reduction. | ||
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| **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: |
| - | Unless the target makes a Fortitude saving throw (DC 10 + ½ your [[priority: | + | Unless the target makes a Fortitude saving throw (DC 10 + ½ your [[priority: |
| </ | </ | ||
| ===== Flow Like Water ===== | ===== Flow Like Water ===== | ||
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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 Move Action by spending 2 [[game_systems: | + | You may heal yourself a number of your Hit Points equal to your total Hit Dice as a [[chargen: |
| </ | </ | ||
| <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 [[priority: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== 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 per Hit Dice, as though using the spell [[priority: | You gain the ability to assume an ethereal state for 1 minute per Hit Dice, as though using the spell [[priority: | ||
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| ==== Ascended Body (Ex) ==== | ==== 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, | ||
| 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. | ||
| </ | </ | ||
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| * **Requirements: | * **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, | + | 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> | <WRAP round box> | ||
| ==== Boar Shred ==== | ==== Boar Shred ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You can use [[priority: | You can use [[priority: | ||
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| //Wax on, wax off.// | //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: | ||
| + | </ | ||
| + | |||
| + | |||
| + | |||
