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|Character Level 2 | |Character Level 2 | ||
|When you take this entry talent, you gain the following abilities. | |When you take this entry talent, you gain the following abilities. | ||
* <u>Woe</u> Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails. | |||
* <u>Hermit</u> Gain +2 Arcana, Astrology, OR Astronomy; AND +2 in a skill of your choice with the Observation or Survival tag. | |||
* <u>Oracular Magi</u>c Choose one: Warden of the Primal, or Adept of the [[Psionic]]. Learn that talent unless you already knew one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic.If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power. | |||
If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. | |||
If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power. | |||
|} | |} | ||
==== Druid Track ==== | ==== Druid Track ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
!PreReq | !PreReq | ||
!Discreption | !Discreption | ||
!Tags | |||
|- | |- | ||
|Star's Guidance | |'''Star's Guidance''' | ||
|Oracle Entry, Warden of the Primal | |Oracle Entry, Warden of the Primal | ||
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. You gain the Star’s Guidance ability. | |Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. You gain the Star’s Guidance ability. | ||
'''Star’s Guidance''' Use Astronomy or Astrology in place of a skill with the Survival tag. | '''Star’s Guidance''' (1/Recoup) Use Astronomy or Astrology in place of a skill with the Survival tag. | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Old gods | |'''Old gods''' | ||
|Star’s Guidance | |Star’s Guidance | ||
Incompatible: Wyrd Wood | Incompatible: Wyrd Wood | ||
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. In [[combat]], when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest. | |Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. In [[combat]], when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest. | ||
|''Oracle, Druid, Divine'' | |||
|- | |- | ||
|Old gods II | |'''Old gods II''' | ||
|Old Gods | |Old Gods | ||
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour. | |If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour. | ||
|''Oracle, Druid, Divine'' | |||
|- | |- | ||
|Wyrd Wood | |'''Wyrd Wood''' | ||
|Star’s Guidance | |Star’s Guidance | ||
Incompatible: Old Gods | Incompatible: Old Gods | ||
| Line 77: | Line 65: | ||
2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also | 2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also | ||
Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest. | Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest. | ||
|''Oracle, Druid, Occult'' | |||
|- | |- | ||
|Wyrd Wood II | |'''Wyrd Wood II''' | ||
|Wyrd Wood | |Wyrd Wood | ||
|Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10. | |Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10. | ||
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you | Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you | ||
that you can see to gain 1d8 Shield HP as you draw negative energy into yourself. | that you can see to gain 1d8 Shield HP as you draw negative energy into yourself. | ||
|''Oracle, Druid, Occult'' | |||
|- | |- | ||
|Star's Guidance II | |'''Star's Guidance II''' | ||
|Druid 3 | |Druid 3 | ||
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup. | |Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup. | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Star's Redirection | |'''Star's Redirection''' | ||
|Star’s Guidance II | |Star’s Guidance II | ||
|When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome. | |(1/Rest) When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome. | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Third Eye | |'''Third Eye''' | ||
|Star’s Guidance II | |Star’s Guidance II | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you. | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Beast Form | |'''Beast Form''' | ||
|Star’s Guidance II | |Star’s Guidance II | ||
|You can cast Polymorph on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion). | |(1/Rest) You can cast Polymorph on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion). | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Old Gods III | |'''Old Gods III''' | ||
|Druid 5, Old Gods II | |Druid 5, Old Gods II | ||
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened. | |The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened. | ||
|''Oracle, Druid, Divine'' | |||
|- | |- | ||
|Wyrd Wood III | |'''Wyrd Wood III''' | ||
|Druid 5, Wyrd Wood II | |Druid 5, Wyrd Wood II | ||
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities. | |Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities. | ||
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy. | When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy. | ||
|''Oracle, Druid, Occult'' | |||
|- | |- | ||
|Mystic Druid | |'''Mystic Druid''' | ||
|Druid 6 | |Druid 6 | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or [[disease]]. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or [[disease]]. | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Star's Guidance | |'''Star's Guidance''' | ||
|Mystic Druid, Star’s Guidance II | |Mystic Druid, Star’s Guidance II | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means. | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Beast Form II | |'''Beast Form II''' | ||
|Mystic Druid, Beast Form | |Mystic Druid, Beast Form | ||
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes | |(3/Rest) When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes . | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Mystic Druid II | |'''Mystic Druid II''' | ||
| Druid 8 | | Druid 8 | ||
|You gain the Immortal ability. | |You gain the Immortal ability. | ||
<u>Immortal</u> Your natural lifespan doubles. | |||
|''Oracle, Druid'' | |||
|- | |- | ||
|Old Gods IV | |'''Old Gods IV''' | ||
|Mystic Druid II, Old Gods III | |Mystic Druid II, Old Gods III | ||
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour. | |If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour. | ||
|''Oracle, Druid, Divine'' | |||
|- | |- | ||
|Wyrd Wood IV | |'''Wyrd Wood IV''' | ||
|Mystic Druid II, Wyrd Wood III | |Mystic Druid II, Wyrd Wood III | ||
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher. | |Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher. | ||
|''Oracle, Druid, Occult'' | |||
|- | |- | ||
|Mystic Druid II | |'''Mystic Druid II''' | ||
|Druid 10 | |Druid 10 | ||
|You are immune to poison and disease. | |You are immune to poison and disease. | ||
|''Oracle, Druid, Occult'' | |||
|- | |- | ||
|Star's Guidance IV | |'''Star's Guidance IV''' | ||
|Mystic Druid III, Star’s Guidance III | |Mystic Druid III, Star’s Guidance III | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors. | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Beast Form III | |'''Beast Form III''' | ||
|Mystic Druid III, Beast Form II | |Mystic Druid III, Beast Form II | ||
|When you use Beast Form, you can become a Beast of ML 3 or lower. | |When you use Beast Form, you can become a Beast of ML 3 or lower. | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Mystic Druid III | |'''Mystic Druid III''' | ||
|Druid 12 | |Druid 12 | ||
|Your Immortal ability becomes: Your natural lifespan increases tenfold. | |Your Immortal ability becomes: Your natural lifespan increases tenfold. | ||
|''Oracle, Druid'' | |||
|- | |- | ||
|Old Gods V | |'''Old Gods V''' | ||
|Mystic Druid IV, Old Gods IV | |Mystic Druid IV, Old Gods IV | ||
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary. | |The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary. | ||
|''Oracle, Druid, Divine'' | |||
|- | |- | ||
|Wyrd Wood V | |'''Wyrd Wood V''' | ||
|Mystic Druid IV, Wyrd Wood IV | |Mystic Druid IV, Wyrd Wood IV | ||
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn. | |Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn. | ||
|''Oracle, Druid, Occult'' | |||
|- | |- | ||
|Archdruid | |'''Archdruid''' | ||
|Druid 14 | |Druid 14 | ||
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you | |As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you | ||
meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight. | meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight. | ||
<u>Contemplate</u> You can reselect any primal, psionic, divine, and/or occult spells that you know. 1/Week | |||
<u>After the Ashes</u> If your primal spells have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability. | |||
<u>Primeval Foresight</u> You can reassign some or all of your Oracle talents. 1/Month | |||
Level 30: Your lifespan (including your bonus from Immortal) increases tenfold. | Level 30: Your lifespan (including your bonus from Immortal) increases tenfold. | ||
|''Oracle, Druid, Capstone'' | |||
|} | |} | ||
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|Oracle Entry | |Oracle Entry | ||
|Gain Elemental Affinity. | |Gain Elemental Affinity. | ||
Elemental Affinity When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. (2/Rest) | |||
|- | |- | ||
|Season's Givings | |Season's Givings | ||
| Line 381: | Line 370: | ||
Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose | Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose | ||
Damage usages. Finally, you gain the Superior Affinity ability. | Damage usages. Finally, you gain the Superior Affinity ability. | ||
Superior Affinity Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead. (1/ | |||
Rest) | Rest) | ||
Level 30: Superior Affinity becomes 1/Recoup. | Level 30: Superior Affinity becomes 1/Recoup. | ||
| Line 388: | Line 377: | ||
==== Fate Track ==== | ==== Fate Track ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
!PreReq | !PreReq | ||
!Discreption | !Discreption | ||
!Tags | |||
|- | |- | ||
|Thread Of Fate | |'''Thread Of Fate''' | ||
|Oracle Entry | |Oracle Entry | ||
|Gain the Boon of Fate ability. | |Gain the Boon of Fate ability. | ||
* <u>Boon of Fate</u> You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you. | |||
|''Oracle, Fate'' | |||
|- | |- | ||
|Weal | |'''Weal''' | ||
|Thread of Fate | |Thread of Fate | ||
|Gain the Weal ability. | |Gain the Weal ability. | ||
* <u>Weal</u> When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP. | |||
|''Oracle, Fate'' | |||
|- | |- | ||
|Weal II - Skills | |'''Weal II - Skills''' | ||
|Weal | |Weal | ||
|Your crit range on skills increases by 1. | |Your crit range on skills increases by 1. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Weal II - Spells | |'''Weal II - Spells''' | ||
|Weal | |Weal | ||
|Your crit range on spells increases by 1. | |Your crit range on spells increases by 1. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Weal II - Chants | |'''Weal II - Chants''' | ||
|Weal II | |Weal II | ||
|Your crit range on chants increases by 1. | |Your crit range on chants increases by 1. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Weal III - Weapons | |'''Weal III - Weapons''' | ||
|Weal II | |Weal II | ||
|Your crit range on [[weapons]] increases by 1. | |Your crit range on [[weapons]] increases by 1. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Weal IV - Fortune's Favor | |'''Weal IV - Fortune's Favor''' | ||
|Weal III | |Weal III | ||
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal. | |When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Weal IV - Invocations | |'''Weal IV - Invocations''' | ||
|Weal III | |Weal III | ||
|Your crit range on invocations increases by 1. | |Your crit range on invocations increases by 1. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Thread of Fate II | |'''Thread of Fate II''' | ||
|Weal IV | |Weal IV | ||
|Gain the Bane of Fate ability. | |Gain the Bane of Fate ability. | ||
* <u>Bane of Fate</u> (2/ Rest) You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. | |||
|''Oracle, Fate'' | |||
|- | |- | ||
|Woe Is Me | |'''Woe Is Me''' | ||
|Thread of Fate II | |Thread of Fate II | ||
|You crit fail on a roll of 1 or 2. | |You crit fail on a roll of 1 or 2. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Thread Of Fate | |'''Thread Of Fate''' | ||
|Woe Is Me | |Woe Is Me | ||
|Boon of Fate and Bane of Fate extend to 90 ft range. | |Boon of Fate and Bane of Fate extend to 90 ft range. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Thread Of Fate III | |'''Thread Of Fate III''' | ||
|Thread of Fate III | |Thread of Fate III | ||
|Bane of Fate becomes 2/Recoup. | |Bane of Fate becomes 2/Recoup. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Great Weal | |'''Great Weal''' | ||
|Thread of Fate IV | |Thread of Fate IV | ||
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on | |Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on | ||
that choice by 1. | that choice by 1. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Ambient Luck | |'''Ambient Luck''' | ||
|Great Weal | |Great Weal | ||
|Gain the Ambient Luck ability. | |Gain the Ambient Luck ability. | ||
* <u>Ambient Luck</u> (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. | |||
|''Oracle, Fate'' | |||
|- | |- | ||
|Manipulate Chance | |'''Manipulate Chance''' | ||
|Ambient Luck | |Ambient Luck | ||
|Gain the Manipulate Chance ability. | |Gain the Manipulate Chance ability. | ||
* Manipulate Chance You may spend 4 SP to regain an expended Luck point. | |||
|''Oracle, Fate'' | |||
|- | |- | ||
|Turn Of Fortune | |'''Turn Of Fortune''' | ||
|Manipulate Chance | |Manipulate Chance | ||
|Gain the Turn of Fortune ability. | |Gain the Turn of Fortune ability. | ||
* <u>Turn of Fortune</u> When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll. | |||
|''Oracle, Fate'' | |||
|- | |- | ||
|Fated | |'''Fated''' | ||
|Great Weal | |Great Weal | ||
|Gain the Fated ability. | |Gain the Fated ability. | ||
* <u>Fated</u> Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll. | |||
|''Oracle, Fate'' | |||
|- | |- | ||
|Fated II | |'''Fated II''' | ||
|Fated | |Fated | ||
|Your Fated bonus becomes +2. | |Your Fated bonus becomes +2. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Fated III | |'''Fated III''' | ||
|Fated II | |Fated II | ||
|Your Fated bonus becomes +3. | |Your Fated bonus becomes +3. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Portent | |'''Portent''' | ||
|Great Weal | |Great Weal | ||
|Gain the Portent ability. | |Gain the Portent ability. | ||
* <u>Portent</u> Regain 1 luck point when you recoup. | |||
|''Oracle, Fate'' | |||
|- | |- | ||
|Portent II | |'''Portent II''' | ||
|Portent | |Portent | ||
|Portent becomes: Regain 2 luck points when you recoup. | |Portent becomes: Regain 2 luck points when you recoup. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Portent III | |'''Portent III''' | ||
|Portent II | |Portent II | ||
|Portent becomes: Regain 3 luck points when you recoup. | |Portent becomes: Regain 3 luck points when you recoup. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Overcome Woe | |'''Overcome Woe''' | ||
|Turn of Fortune, Fated III, or Portent III | |Turn of Fortune, Fated III, or Portent III | ||
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll. | |When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll. | ||
|''Oracle, Fate'' | |||
|- | |- | ||
|Grand Weal | |'''Grand Weal''' | ||
|Overcome Woe | |Overcome Woe | ||
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection. | |Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection. | ||
Level 30: The final cap for your LUCK increases from 12 to 14. | |||
* <u>Level 30:</u> The final cap for your LUCK increases from 12 to 14. | |||
|''Oracle, Fate, Capstone'' | |||
|} | |} | ||
| Line 529: | Line 526: | ||
|+ | |+ | ||
!Feature | !Feature | ||
!PreReq | !PreReq | ||
!Discreption | !Discreption | ||
!Tags | |||
|- | |- | ||
|Mentor | |'''Mentor''' | ||
|Oracle Entry | |Oracle Entry | ||
|Gain 2 Skill Points in any skill. Gain the Mentor ability. | |Gain 2 Skill Points in any skill. Gain the Mentor ability. | ||
* <u>Mentor (AWR/Rest)</u> You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. | |||
|''Oracle, Guide'' | |||
|- | |- | ||
|Reactive Instruction | |'''Reactive Instruction''' | ||
|Mentor | |Mentor | ||
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively. | |Gain 2 Skill Points in any skill. You may use your Mentor ability reactively. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Mystic Support | |'''Mystic Support''' | ||
|Reactive Instruction | |Reactive Instruction | ||
|When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source. | |When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Mentor II | |'''Mentor II''' | ||
|Mystic Support | |Mystic Support | ||
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup. | |Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Mystic Support II | |'''Mystic Support II''' | ||
|Mentor II | |Mentor II | ||
|Mystic Support gives you 2 Support AP. | |Mystic Support gives you 2 Support AP. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Wakeful Serenity | |'''Wakeful Serenity''' | ||
|Mystic Support II | |Mystic Support II | ||
|Gain the Wakeful Serenity ability. | |Gain the Wakeful Serenity ability. | ||
* <u>Wakeful Serenity</u> The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result. | |||
|''Oracle, Guide'' | |||
|- | |- | ||
|Wakeful Serenity II | |'''Wakeful Serenity II''' | ||
|Wakeful Serenity | |Wakeful Serenity | ||
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping. | |Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Talented Mentor | |'''Talented Mentor''' | ||
|Oracle’s Support II | |Oracle’s Support II | ||
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose [[how to]] assign the losses, and regain those Skill Points at the end of the duration. | |Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose [[how to]] assign the losses, and regain those Skill Points at the end of the duration. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Magical Mentor | |'''Magical Mentor''' | ||
|Talented Mentor | |Talented Mentor | ||
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration. | |Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Guide | |'''Guide''' | ||
|Magical Mentor | |Magical Mentor | ||
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.) | |Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.) | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Guide II | |'''Guide II''' | ||
|Guide | |Guide | ||
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.) | |Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.) | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Guide III | |'''Guide III''' | ||
|Guide II | |Guide II | ||
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.) | |Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.) | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Guide IV | |'''Guide IV''' | ||
|Guide III | |Guide III | ||
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.) | |Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.) | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Apprentice | |'''Apprentice''' | ||
|Magical Mentor | |Magical Mentor | ||
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills. | |Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Apprentice II | |'''Apprentice II''' | ||
|Apprentice | |Apprentice | ||
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the | |Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills. | ||
creature that you touch bonus Skill Points in all of those skills. | |''Oracle, Guide'' | ||
|- | |- | ||
|Apprentice III | |'''Apprentice III''' | ||
|Apprentice II | |Apprentice II | ||
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points. | |Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Apprentice IV | |'''Apprentice IV''' | ||
|Apprentice III | |Apprentice III | ||
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability. | |Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability. | ||
Expert Guidance When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. (1/Rest) | |||
|''Oracle, Guide'' | |||
|- | |- | ||
|Mystic Support III | |'''Mystic Support III''' | ||
|Guide IV or Apprentice IV | |Guide IV or Apprentice IV | ||
|Mystic Support gives you 3 Support AP. | |Mystic Support gives you 3 Support AP. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Talented Mentor II | |'''Talented Mentor II''' | ||
|Mystic Support III | |Mystic Support III | ||
|Gain one specialization talent. When you Mentor someone, you can lose access to two of your [[Specialization Talents|specialization talents]] to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration. | |Gain one specialization talent. When you Mentor someone, you can lose access to two of your [[Specialization Talents|specialization talents]] to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Magical Mentor II | |'''Magical Mentor II''' | ||
|Talented Mentor II | |Talented Mentor II | ||
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time. | |Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time. | ||
|''Oracle, Guide'' | |||
|- | |- | ||
|Superior Mentor | |'''Superior Mentor''' | ||
|Magical Mentor II | |Magical Mentor II | ||
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10. | |You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10. | ||
Level 30: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III). | |||
* <u>Level 30</u>: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III). | |||
|''Oracle, Guide, Capstone'' | |||
|} | |} | ||
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