Epic Prestige Class : Perfected One
A perfected one transcends what others perceive as the limitations of the physical form. Body, mind, and soul become a single unified force, granting the perfected one an unparalleled level of grace and clarity in battle. The vast majority of characters who become perfected ones are monks; few other classes have the discipline and balance to achieve the requirements. Some fighters, and even fewer paladins, have chosen to follow this path, although they must typically multiclass in order to meet the high base save bonuses required to become perfected ones. Other classes see little gain in this pursuit.
Perfected ones differ according to their personality. They might be solitary, gregarious, beatific, or diabolical. Some perfected ones return to their roots, teaching young ascetics at the monastery where they first learned their skills. Others walk the earth, dispensing justice as they see fit. Still others reason that with their perfect insight, they are best suited to rule over others- although such rule might be benevolent or repressive, depending on the perfected one's alignment.
Requirements
To qualify to become a Perfected One, a character must fulfill all the following criteria:
- Alignment: Any lawful
- Skills: Concentration: 24 ranks
- Feats: Dodge, Improved Unarmed Strike, Stunning Fist.
Epic Feats: Perfect Health. - Base Save Bonus: Fort +12, Ref +12, Will +12.
- Special: Character may substitute the purity of body (monk) or diamond body (henshin mystic, monk) class features for the Perfect Health epic feat requirement.
Class Skills
The perfected one's class skills are Balance, Concentration, Escape Artist, Knowledge (arcana), Move Silently, Spellcraft, and Tumble.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Characters gain no new proficiency in armor or weapons when they take a level in the perfected one prestige class. They suffer the same penalties for wearing armor that monks do.
Monk Multiclassing: A perfected one may continue to gain monk levels even after gaining one or more levels as a perfected one.
Battle Trance (Ex): The perfected one masters the art of letting her mind guide her attacks. At 1st level, she learns how to enter a battle trance. While in a battle trance, the perfected one gains a +4 bonus to Dexterity and Wisdom, and a +2 morale bonus to Fortitude saves. During the trance, the character may not cast spells, use spell-like abilities, or use spell-activation or spell completion magic items (such as wands or scrolls). The battle trance only functions if the perfected one is wearing no armor. A battle trance lasts for a number of rounds equal to 3 + the character's (newly improved) Wisdom modifier. The perfected one may prematurely end the battle trance voluntarily. The perfected one may enter a battle trance once pet-day at 1st level and one additional time every 3 levels thereafter (4th, 7th, 10th, and so on).
Combat Insight (Su): At 2nd level, whenever the perfected one makes a successful unarmed strike and is wearing no armor, she may add her Wisdom bonus to the damage dealt.
Bonus Feats: The perfected one gets a bonus feat at 3rd level and every 3 levels thereafter (6th, 9th, 12th, and so on). These bonus feats must be selected from the following list: Armor Skin, Blinding Speed, Damage Reduction, Epic Prowess, Epic Toughness, Fast Healing, Fleet of Foot, Improved Combat Reflexes, Keen Strike, Legendary Climber, Legendary Wrestler, Righteous Strike, Shattering Strike, and Vorpal Strike.
Perfect Grace (Ex): By 4th level, the perfected one gains a clarity of insight that allows her to avoid dangers more easily. She may add her Wisdom bonus to Reflex saves while unarmored.
Graceful Movement (Su): Once per day at 4th level, the perfected one's body automatically activates graceful movement when needed (although the perfected one may elect not to use this ability). This ability functions as the freedom of movement spell. Using this ability doesn't require an action on the part of the perfected one, and it can even occur on another character's turn if necessary.
Clarity of Battle (Su): Once per day at 5th level, a perfected one may add her Wisdom bonus to her unarmed strike attack rolls for one full round. During this round, she is also treated as having the Improved Combat Reflexes feat, even if she doesn't have the prerequisites for that feat. Clarity of battle only functions if the perfected one is wearing no armor. The perfected one gains one additional use of this ability per day for every 10 levels after 5th gained in this class (15th. 25th, and so on).
Perfect Fortitude (Ex): At 7th level, the perfected one's agility becomes potent enough to resist bodily hazards. As long as the perfected one is unarmored, she may add her Dexterity bonus to Fortitude saves.
Close the Wound (Su): Once per day at 7th level, the perfected one's body automatically activates close the wound on itself if she is reduced to 0 or fewer hit points. This ability doesn't function if the perfected one is reduced to -10 or fewer hit points. Close the wound functions as the heal spell. Using this ability doesn't require an action on the part of the perfected one, and it can even occur on another character's turn if necessary.
See Your Future (Su): An 8th-level perfected one has a powerful sixth sense and receives instantaneous warnings of impending danger or harm as per the foresight spell. The perfected one gains one additional use of this power per week for every 10 levels of this class gained above 8th (18th, 28th, and so on), but never more than once per day.
Perfect Mind (Ex): The body and mind of a 10th-level perfected one become fully attuned. As long as she is unarmored, the perfected one may add her Constitution bonus to Will saves.
Protective Mind (Su): Once per day at 10th level, the perfect one's body automatically activates protective mind on itself if the perfected one is the target of any effect that would detect, influence, or read her emotions or thoughts. This ability functions exactly as the mind blank spell, except that its duration is only one hour. Using this ability doesn't require an action on the part of the perfected one, and it can even occur on another character's turn if necessary.
Perfected One | Hit Die: d8 |
---|---|
CL | Special |
1st | Battle trance 1/day |
2nd | Combat insight |
3rd | Bonus feat |
4th | Perfect grace, graceful movement, battle trance 2/day |
5th | Clarity of battle |
6th | Bonus feat |
7th | Perfect fortitude, close the wound, battle trance 3/day |
8th | See your future |
9th | Bonus feat |
10th | Perfect mind, protective mind, battle trance 4/day |
Source: Epic Level Handbook
Older Prestige class adapted to 3.5