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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
Iron Fists (Ex)
Requirements: CST 2, 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).
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.
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.
Lethal Legs (Ex)
Requirements: Iron Fists, CST 4, Knowledge Religion 5, 15 EXP When making unarmed strikes you may now use your legs instead of fists meaning you may have both arms restrained, full or otherwise unusable. When using your legs as unarmed strikes you may make trip combat maneuvers as a half action and gain a +2 on trip attempts when using your unarmed strikes. When you hit with an unarmed strike using your legs you may spend 4 TP to roll a free trip attempt on the target as well.
Octopus Fighting (Ex)
Requirements: Lethal Legs, CST 8, Knowledge Religion 8, 20 EXP You may make unarmed strikes with your fists, elbows, legs, knees and even head. In addition You may make a grapple check as a half action and gain a bonus on the check and CMD to resist grapple, equal to the number of free limbs you have (up to +4). When you hit with an unarmed strike you may spend 4 TP to roll a free grapple against the target as well.
Flurry of Blows (Ex)
Requirements: Iron Fists, CST 2, 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.
Example: At BaB 10 as a Full Round action you may make 3 additional attacks at a -6 on all attacks.
Stunning Fist (Ex)
Requirements: Martial Training, CST 6, 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, CST 8, 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, CST 22, 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: CST 8, Knowledge Religion 5, 20 EXP
You gain immunity to all diseases, including supernatural and magical diseases.
Wholeness of Body (Ex)
Requirements: CST 11, 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: CST 17, Knowledge Religion 11, Wholeness of Body, 25 EXP
You gain immunity to poisons of all kinds.
Diamond Soul (Ex)
Requirements: CST 20, 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: CST 23, 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: CST 25, Knowledge Planes 15, Timeless Body, 35 EXP
You gain the ability to assume an ethereal state for 1 minute per Hit Dice, as though using the spell 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)
Requirements: CST 25, Knowledge Religion 20, Timeless Body, 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.
Crane Style
Crane Style
- Requirements: 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.
Crane Wing
- Requirements: Crane Style, 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.
Crane Riposte
- Requirements: Crane Wing, 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).
Wax on, wax off.

