Animal Path - Obtaining this path allows you to summon augmented creatures designed to help one in combat. Once per day they can cast Summon Monster of a level equal to half their character level (minimum 1st). Caster level is equal to character as well. If they have the ability to cast Summon Monster of any level, they can choose for the durations of any Summon Monster spells to become 1 minute per level instead of gaining it as an SLA.
Asura Path (Weaponry) - The path of war, one of the best ways to have the advantage in battle is to have the best weapons. And why not have said weapons be pretty much at the tips of your hands? This gives access to
Arsenal Weapons of a rank 1/5 your charcter level (minimum 1). They also have 5 energy per level, and Reactor equal to 1/5 character level. They can form these weapons from sections of their body as a move action, up to two at a time. These weapons can be put away as a free action. If you would have access to higher level Arsenal from another ability, you can access one level higher of Arsenal for this ability. This cannot exceed that other Arsenal.
If Arsenal isn't used, you can merely recreate an simple or martial weapon. Two handed weapons are reoutfitted to be able to be wielded in one hand and they autofill any ammunition.
Asura Path (Equipment) - Furthering the path of war, one must have the proper equipment to support them in battle. This allow them to internaly create and use one Accessorie of an Arsenal level avaiable to them from Asura Path (Weaponry). This takes a standard action.
Deva (Repel) - The highest path a human can hope to be born into, the Rinnegan's access to it give the ability to control the forces of attraction. Require 10th level, this ability allows you to fling objects away. Treat this as a special ranged Bullrush Attack except instead of physically overpowering your opponent you move them out of sheer repulsive force. You do not gain bonuses for size or moving, and you use Charisma instead of Strength. You gain a +8 bonus to this check. If you push an opponent into a wall or other unmovable object, it takes 1d6 damage per 5ft of remaining movement. A creature moved this way falls prone provided they moved at least five feet. This can be use at a range of 10 feet per character level on a single target, a 5 feet per level burst, or a 5 foot per level cone. In the two later cases you make a single check against opposed check of any creatures and unattended objects.
Deva Path (Attract) - The highest path a human can hope to be born into, the Rinnegan's access to it give the ability to control the forces of attraction. Require 10th level, this pull things towards you. Treat this as a special ranged Bullrush Attack except instead of physically overpowering your opponent and pushing them, you bring them towards you out of sheer attractive force. You do not gain bonuses for size or moving, and you use Charisma instead of Strength. You gain a +8 bonus to this check. If you pulled an opponent into a wall or other unmovable object, it takes 1d6 damage per 5ft of remaining movement. A creature moved this way falls prone provided they moved at least five feet. This can be use at a range of 10 feet per character level on a single target, a 5 feet per level burst, or a 5 foot per level cone. In the two later cases you make a single check against opposed check of any creatures and unattended objects.
Deva Path (Shinra Tensei): This requires Deva Path (Repel) and (Attract). It takes the control of the force of attraction and turns it into a weaponized blast centering on you. This aggresively forces everything away from you, dealing 1D6 force damage per character level in a radius of 10 feet per character level. Anything not sufficiently rooted down will be moved to the extreme of this range. Creatures can attempt a Reflex save for halve damage. This deals full damage to objects. Afterwards you will be dazed for a round and be unable to use Deva Path abilities for a minute.
Deva Path (Chibaku Tensei) - ???
This requires Deva Path (Repel) and (Attract).
This requires a standard action and has a cooldown of 2 minutes...
Human Path - The path of being human, it gives the ability to have some insight into the thoughts of others. You can use Detect Thoughts at will, though with some changes. You can only target one person, and you must maintain physical contact. However, you skip right to the 3rd round of benefits (reading surface thoughts).
Naraka Path (Punishment) - This path allows you to summon a form of one of the judges of hell which takes the appearance of a head which is a gate. This allows you to pass judgement on creature 1 per day for each 5 character levels, but requires 10th level. As a standard action the Outer Path can grab a creature within 20 feet. You can ask it a question, at which point two things can happen. If it answers honestly it will have to make a Will (using character level and Charisma) or become exhausted. If it lies, it must make a Fortitude save or die. It is unaware of the outcome, save for an inkling it really shouldn't lie. Only one creature can be affected by this use of the Naraka Path at once and the Path itself must be summoned as a move action. It can be dismissed as a swift or move action.
Naraka Path (Restoration) - This path allows you to summon a form of one of the judges of hell which takes the appearance of a head which is a gate. Doing this allows you to bring back the souls of the dead, but this is only a part of their energy and not the whole thing unfortunately. However you can use this to restore almost any damage a creature may have taken. Either by allowing a creature into "Outer Path" or placing one into it, they can gain 1D6 HP per character level. It must stay inside for one full round. At level 15 this can be used to replicate the effects of a Regenerate spell instead, in which case the target must remain in it for 5 rounds. Only one creature can be affected by this use of the Naraka Path at once and the Path itself must be summoned as a move action. It can be dismissed as a swift or move action.
Preta Path - The path of those cursed to spend the afterlife as a ever hungry ghost. This allows you to absorb magic and use it for yourself. As at standard action you can make a touch attack against someone capable of casting magic or with spell like abilities. If they cast spells an fail a Will save they lose their lowest leveled spell slot, while if a spell like ability they will lose the lowest from those. You gain 5 HP per level of spell lost, if at max this will be gained instead as temporary HP. The cap on this is five times your level. If you instead maintain grip for a full round, you instead remove the highest level available to them.