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paths:perfect_path [2026/03/09 21:48] – Hyperlinking Knowledge skill entries elfinlockspaths: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
  
-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).
  
 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 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.
  
 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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 **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
  
-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]]
  
 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.