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Path of the Perfect Self
For the truly exemplary, martial skill transcends the battlefield; it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. Followers of this Path elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. They tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
Key Skills
When you purchase the Path of the Perfect Self, you gain the following Key Skills:
Crash Like Water
Martial Training
Requirements: BaB 1, Knowledge Religion 3, 10 EXP
You gain the Improved Unarmed Strike Talent, if you did not already possess it. In addition, your unarmed attacks may be with fist, elbows, knees, and feet. This means that you may make unarmed strikes with your hands full (though you may not use an Unarmed Strike with the same hand which is wielding a weapon). Lastly, Martially Trained unarmed strikes do not suffer the shortcomings of manufactured Light weaponry - you may apply your full Strength bonus on damage rolls for all unarmed strikes, as if they were 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.
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 compared to a normal person, based upon your Base Attack Bonus. Reference the chart below to determine your damage, and adjust one dice step up or down if you are Large or Small, respectively.
Table: Unarmed Damage By BaB
| Base Attack Bonus | Unarmed Damage |
|---|---|
| 1-3 | 1d6 |
| 4-7 | 1d8 |
| 8-11 | 1d10 |
| 12-15 | 2d6 |
| 16-19 | 2d8 |
| 20 | 2d10 |
Stunning Fist (Ex)
Requirements: Martial Training, BaB 4, 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 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 Base Attack Bonus + 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.
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:
Table: Stunning Fist Conditions
| Base Attack Bonus | Stunning Fist Condition |
|---|---|
| 5 | Fatigued |
| 7 | Sickened (1 minute) |
| 10 | Staggered (1d6 + 1 rounds) |
| 12 | Blinded or Deafened |
| 15 | Paralyzed (1d6 + 1 rounds) |
Perfected Strike (Ex)
Requirements: Stunning Fist, BaB 5, 25 EXP
You may now spend 1 TP to grant additional effects to your unarmed strikes for a number of minutes equal to your Secondary Attribute modifier, as shown below. By spending 1 TP, you gain all of the listed effects which you qualify for.
Table: Perfected Strike
| Base Attack Requirement | Effect |
|---|---|
| 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. |
| 10 | Your unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. |
| 12 | Your unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. |
Quivering Palm (Ex)
Requirements: Perfected Strike, BaB 15, Knowledge Religion 15, 45 EXP
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 BaB. To make such an attempt, you merely will the target to die (a free action), and spend TP equal to the creature's Hit Dice.
Unless the target makes a Fortitude saving throw (DC 10 + ½ your 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.
Flow Like Water
Purity of Body (Ex)
Requirements: HD 5, Knowledge Religion 5, 20 EXP
You gain immunity to all diseases, including supernatural and magical diseases.
Wholeness of Body (Ex)
Requirements: HD 7, Knowledge Religion 7, Purity of Body, 20 EXP
You may heal yourself a number of your Hit Points equal to your total Hit Dice as a Move Action by spending 2 TP. You may double the TP cost to use this ability as a Swift Action.
Diamond Body (Ex)
Requirements: HD 11, Knowledge Religion 11, Wholeness of Body, 25 EXP
You gain immunity to poisons of all kinds.
Diamond Soul (Ex)
Requirements: HD 13, Knowledge Religion 13, Diamond Body, 30 EXP
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.
Timeless Body (Ex)
Requirements: HD 15, Knowledge Religion 15, Diamond Soul, 40 EXP
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)
Requirements: HD 17, Knowledge Planes 15, Timeless Body, 45 EXP
You gain the ability to assume an ethereal state for 1 minute as though using the spell Etherealness. Using this ability is a move action that costs 5 TP. This ability only affects you - you may not bring others with you.
Ascended Body (Ex)
Requirements: HD 20, Knowledge Religion 20, Knowledge Planes 20, 50 EXP
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 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.
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.

