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| paths:perfect_path [2026/03/09 04:39] – Replacing with Prowess elfinlocks | paths:perfect_path [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks |
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| **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge Religion]] 3, 10 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge Religion]] 3, 10 EXP |
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| 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 use your fists and you may not wield a weapon and attack with unarmed attacks (but you may hold an item or weapon that you are not “armed” with). | 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:combat:health#non-lethal_damage|Non-Lethal damage]], at your choice. Your unarmed attacks use your fists and you may not wield a weapon and attack with unarmed attacks (but you may hold an item or weapon that you are not “armed” with). |
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| 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 |
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| 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 [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]] instead with no penalty to the attack roll. You have the same choice to deal lethal or [[game_systems:combat:health#non-lethal_damage|Non-Lethal 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. |
| ==== Flurry of Blows (Ex) ==== | ==== Flurry of Blows (Ex) ==== |
| **Requirements:** Iron Fists, [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge Religion]] 3, 20 EXP | **Requirements:** Iron Fists, [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge Religion]] 3, 20 EXP |
| 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:prowess|Prowess]] and every additional 5 past you may make another additional attack with an additional -2 for each additional attack made. |
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| Example: At BaB 10 as a Full Round action you may make 3 additional attacks at a -6 on all attacks. | Example: At [[priority:prowess|Prowess]] 10 as a Full Round action you may make 3 additional attacks at a -6 on all attacks. |
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| </WRAP> | </WRAP> |
| **Requirements:** Martial Training, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:knowledge|Knowledge Religion]] 5, 20 EXP | **Requirements:** Martial Training, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:knowledge|Knowledge Religion]] 5, 20 EXP |
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| 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:tactic_pool|TP]]). By spending 3 TP, you may use Stunning Fist to force a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your [[priority:prowess|Prowess]] + your Secondary Attribute modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. | 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:tactic_pool|TP]]). By spending 3 TP, you may use Stunning Fist to force a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your [[priority:prowess|Prowess]] + your Secondary Attribute modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]], and takes a –2 penalty to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]]. |
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| 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. |
| === Table: Perfected Strike === | === Table: Perfected Strike === |
| {{tablelayout?rowsHeaderSource=Auto}} | {{tablelayout?rowsHeaderSource=Auto}} |
| ^ Base Attack Requirement ^ Effect ^ | ^ [[priority:prowess|Prowess]] Requirement ^ Effect ^ |
| | 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. | |
| **Requirements:** Perfected Strike, [[chargen:common_terms#core_stats|CST]] 22, [[priority:skills:knowledge|Knowledge Religion]] 15, 45 EXP | **Requirements:** Perfected Strike, [[chargen:common_terms#core_stats|CST]] 22, [[priority:skills:knowledge|Knowledge Religion]] 15, 45 EXP |
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| 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:prowess|BaB]]. To make such an attempt, you merely will the target to die (a free action), and spend [[game_systems:tactic_pool|TP]] equal to the creature's [[priority:health|Hit Dice]]. | 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:prowess|Prowess]]. To make such an attempt, you merely will the target to die (a free action), and spend [[game_systems:tactic_pool|TP]] equal to the creature's [[priority:health|Hit Dice]]. |
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| Unless the target makes a Fortitude saving throw (DC 10 + ½ your [[priority:prowess|BaB]] + your Secondary Attribute modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular Quivering Palm attack, but it may still be affected by another one at a later time. You can have no more than 1 Quivering Palm in effect at one time. If you use Quivering Palm while another is still in effect, the previous effect is negated. | Unless the target makes a Fortitude saving throw (DC 10 + ½ your [[priority:prowess|Prowess]] + your Secondary Attribute modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular Quivering Palm attack, but it may still be affected by another one at a later time. You can have no more than 1 Quivering Palm in effect at one time. If you use Quivering Palm while another is still in effect, the previous effect is negated. |
| </WRAP> | </WRAP> |
| ===== Flow Like Water ===== | ===== Flow Like Water ===== |
| ==== Purity of Body (Ex) ==== | ==== Purity of Body (Ex) ==== |
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| **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, Knowledge Religion 5, 20 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:knowledge|Knowledge]] Religion 5, 20 EXP |
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| You gain immunity to all diseases, including supernatural and magical diseases. | You gain immunity to all diseases, including supernatural and magical diseases. |
| ==== Wholeness of Body (Ex) ==== | ==== Wholeness of Body (Ex) ==== |
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| **Requirements:** [[chargen:common_terms#core_stats|CST]] 11, Knowledge Religion 7, Purity of Body, 20 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:knowledge|Knowledge]] Religion 7, Purity of Body, 20 EXP |
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| 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:tactic_pool|TP]]. You may double the TP cost to use this ability as a Swift Action. | You may heal yourself a number of your Hit Points equal to your total Hit Dice as a [[chargen:common_terms#action_types|Half Action]] by spending 2 [[game_systems:tactic_pool|TP]]. You may double the TP cost to use this ability as a Swift Action. |
| </WRAP> | </WRAP> |
| <WRAP round box> | <WRAP round box> |
| ==== Diamond Body (Ex) ==== | ==== Diamond Body (Ex) ==== |
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| **Requirements:** [[chargen:common_terms#core_stats|CST]] 17, Knowledge Religion 11, Wholeness of Body, 25 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 17, [[priority:skills:knowledge|Knowledge]] Religion 11, Wholeness of Body, 25 EXP |
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| You gain immunity to poisons of all kinds. | You gain immunity to poisons of all kinds. |
| ==== Diamond Soul (Ex) ==== | ==== Diamond Soul (Ex) ==== |
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| **Requirements:** [[chargen:common_terms#core_stats|CST]] 20, Knowledge Religion 13, Diamond Body, 30 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] Religion 13, Diamond Body, 30 EXP |
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| 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:magic#caster_level|Caster Level]] check (1d20 + caster level) that equals or exceeds your spell resistance. |
| </WRAP> | </WRAP> |
| <WRAP round box> | <WRAP round box> |
| ==== Timeless Body (Ex) ==== | ==== Timeless Body (Ex) ==== |
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| **Requirements:** [[chargen:common_terms#core_stats|CST]] 23, Knowledge Religion 15, Diamond Soul, 40 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 23, [[priority:skills:knowledge|Knowledge]] Religion 15, Diamond Soul, 40 EXP |
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| 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. |
| ==== Empty Body (Su) ==== | ==== Empty Body (Su) ==== |
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| **Requirements:** [[chargen:common_terms#core_stats|CST]] 25, Knowledge Planes 15, Timeless Body, 35 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 25, [[priority:skills:knowledge|Knowledge]] Planes 15, Timeless Body, 35 EXP |
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| You gain the ability to assume an ethereal state for 1 minute per Hit Dice, as though using the spell [[priority:magic:spells:tier7:ethereal_jaunt|]]. Using this ability is a Half Action that costs 5 TP. This ability only affects you - you may not bring others with you. Your Unarmed Strikes may affect creatures in the Material world, when you are under the effect of this Talent. | You gain the ability to assume an ethereal state for 1 minute per Hit Dice, as though using the spell [[priority:magic:spells:tier7:ethereal_jaunt|]]. Using this ability is a Half Action that costs 5 TP. This ability only affects you - you may not bring others with you. Your Unarmed Strikes may affect creatures in the Material world, when you are under the effect of this Talent. |
| ==== Ascended Body (Ex) ==== | ==== Ascended Body (Ex) ==== |
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| **Requirements:** [[chargen:common_terms#core_stats|CST]] 25, Knowledge Religion 20, Timeless Body, 50 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 25, [[priority:skills:knowledge|Knowledge]] Religion 20, Timeless Body, 50 EXP |
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| 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 gain damage reduction equal to your [[priority:health|HD]]/chaotic. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type. | 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 gain damage reduction equal to your [[priority:health|HD]]/chaotic. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type. |
| * **Requirements:** Boar Style, [[priority:skills:intimidate|Intimidate]] 6, 15 EXP | * **Requirements:** Boar Style, [[priority:skills:intimidate|Intimidate]] 6, 15 EXP |
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| 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. | 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[[priority:skills:intimidate|Intimidate]] check to demoralize all opponents in a 30 ft. radius centered on you. |
| </WRAP> | </WRAP> |
| <WRAP round box> | <WRAP round box> |
| ==== Boar Shred ==== | ==== Boar Shred ==== |
| * **Requirements:** Boar Ferocity, Intimidate 10, 25 EXP | * **Requirements:** Boar Ferocity,[[priority:skills:intimidate|Intimidate]] 10, 25 EXP |
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| 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). | 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). |
| * **Requirements:** Shikigami Style, [[chargen:common_terms#core_stats|CST]] 5, 20 EXP | * **Requirements:** Shikigami Style, [[chargen:common_terms#core_stats|CST]] 5, 20 EXP |
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| 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. | 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 [[priority:prowess|Prowess]] 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. |
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| In addition, your improvised weapons deal damage as if they were two size categories larger than its actual size, instead of one. | In addition, your improvised weapons deal damage as if they were two size categories larger than its actual size, instead of one. |