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	<updated>2026-09-16T12:16:27Z</updated>
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	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Vampire_(Creature)&amp;diff=14152</id>
		<title>Vampire (Creature)</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Vampire_(Creature)&amp;diff=14152"/>
		<updated>2026-04-29T22:02:29Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=Vampire.png}}__NOTOC__ __NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Evolved from the vicious m’l’ykkri of Ancerra, born from Lilith’s vile machinations, or synthesized under Dracula’s insistence in Frankenstein’s laboratory, vampires come in many varieties, but are united in their power, ferocity, and malice. They possess myriad powers from summoning mist and nocturnal animals to charming their adversaries to climbing on walls. Vampires drink humanoid blood and must do so with some regularity in [[order]] to maintain their greatest level of power. This often leads them to try taking over some town or city so that they have easy access to their lifeblood.&lt;br /&gt;
&lt;br /&gt;
Ancerran, Croftian, and Draculean vampires each have different strengths and weaknesses. Ancerran vampires tend to possess a bestial cunning, but are vulnerable to running water. Croftian vampires are especially skilled at commanding fiends, but they are vulnerable to silver. Draculean vampires, however, are objectively the strongest of the three, as Dracula’s synthesized form of [[Vampirism]] deliberately stripped away the impurities of Ancerran Vampirism, resulting in a pure, powerful strain.&lt;br /&gt;
&lt;br /&gt;
Vampires are incredibly difficult to truly kill. When a vampire dies at night, its body dissolves into mist and floats back to its ancestral soil. If it reaches its soil before dawn, then it solidifies back into its vampiric form and returns to its semblance of life fully revived at dusk the following evening. Killing a vampire during the day prevents the vampire from turning into mist and returning to its ancestral soil until nightfall, which makes permanently killing it significantly easier.&lt;br /&gt;
&lt;br /&gt;
Aside from possessing formidable battlefield prowess, vampires are also very charismatic and madly driven by their own goals. Many vampires are motivated by political influence and want to control as large of an area as possible, but some may have different motivations.&lt;br /&gt;
&lt;br /&gt;
== CC Vampire Stat Block ==&lt;br /&gt;
Inasmuch as a “standard” vampire exists, this stat block represents such a creature.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Vampire ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 21''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead Humanoid Shapechanger''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!3&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 16&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 13&lt;br /&gt;
!Will: 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 16 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Occult 5 '''Immune'''  Necrotic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 230&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Radiant 2 '''DR''' 5/Silvered or Magical Weapons&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Climb 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 300 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind, Regen 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Forbiddance.''' The Vampire must observe certain restrictions:&lt;br /&gt;
&lt;br /&gt;
* The Vampire cannot enter a private residence without a written or verbal invitation.&lt;br /&gt;
&lt;br /&gt;
* If the Vampire starts its turn in direct sunlight, it takes 22 (4d10) radiant damage.&lt;br /&gt;
&lt;br /&gt;
* If the Vampire starts its turn in running water, it takes 5 (1d10) radiant damage.&lt;br /&gt;
&lt;br /&gt;
* If the Vampire takes radiant damage, it loses its Regen ability for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* If the Vampire consumes garlic or uses Blood Drain on a creature that ate garlic within the last 8 hours, it takes 5 (1d10) toxic damage and is Sickened for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
'''Crimson Thirst.''' Vampires do not need to eat or drink, but for every 3 days they do not use Blood Drain, they lose 20 current and maximum HP. After using Blood Drain at least once per day for a week, their current and maximum HP reset to normal.&lt;br /&gt;
&lt;br /&gt;
'''Shadowy.''' If the Vampire moves and does not enter bright light during its movement, it cannot be attacked reactively.&lt;br /&gt;
&lt;br /&gt;
'''Vampiric Curse.''' Any living humanoid who takes damage from Blood Drain three times within 24 hours becomes infected with [[Vampirism]].&lt;br /&gt;
&lt;br /&gt;
'''Unholy Resurrection'''. If the Vampire dies at nighttime, it turns into a fine mist and floats back to its coffin at a rate of 60 ft on each of its turns. If it does not reach its coffin by dawn, then it dies permanently. If it reaches its coffin before dawn, then it solidifies back into its vampiric form but is still dead. It reawakens at full health at dusk that evening. A Vampire that dies during the daytime turns into mist in this way at dusk the following evening, where it then tries to return to its coffin. When a Vampire is dead and in solid form, it can be staked through the heart and its head cut off and burned to permanently kill it.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Vampire can take FIVE of the following actions, or take the same action '''five times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Vampire can move up to its speed.&lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +6 vs AR. '''Hit:''' 10 (1d8+6) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Charm.''' ''Ranged 20 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The target is Charmed by the Vampire until the start of the Vampire’s next turn.&lt;br /&gt;
&lt;br /&gt;
'''Shapechanger (3/Rest).''' The Vampire assumes the form of a '''[[Swarm of Bats]]''', a '''[[Vampiric Mist]]''', or an [[Alpha Wolf|'''Alpha''' '''Wolf''']]. It retains its HP and AR but otherwise uses the relevant creature’s stats. The vampire may return to its normal form by spending one action.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Vampire can take '''THREE''' of the following actions, or take the same action '''three times...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Vampire can move up to its speed.&lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +6 vs AR. '''Hit:''' 10 (1d8+6) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Charm.''' ''Ranged 20 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The target is Charmed by the Vampire until the start of the Vampire’s next turn.&lt;br /&gt;
&lt;br /&gt;
'''Shapechanger (3/Rest).''' The Vampire assumes the form of a '''Swarm of Bats''', a '''Vampiric Mist''', or an '''Alpha''' '''Wolf'''. It retains its HP and AR but otherwise uses the relevant creature’s stats. The vampire may return to its normal form by spending one action.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blood Drain.''' This attack automatically hits targets Charmed or Enthralled by the Vampire. ''Reach 5 ft Natural Weapon.'' +4 vs ANT. '''Hit:''' 15 (2d10+4) necrotic, and the Vampire regains HP equal to the damage it dealt.&lt;br /&gt;
'''Enthrall (1/Recoup).''' ''Ranged 20 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The target is Enthralled by the Vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage, it may make a DC 16 CHA check; on a success, it ends the Enthralled condition. A creature that was Enthralled by the Vampire and is no longer Enthralled, is Immune to this attack and the Vampire’s Charm attack for the next 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Frighten (Recharge 6).''' ''20 ft Radius Natural Weapon.'' +6 vs WILL of each creature in the radius. '''Hit:''' The creature is Frightened until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Creatures of the Night (1/Recoup).''' The vampire summons 2 (1d4) '''Wolves''' and 1 (1d2) '''Swarm of Bats'''. These creatures are friendly towards the Vampire, obey its mental commands, and take their turn immediately after it in Initiative.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Vampire can MOVE and take TWO of the following actions, or take the same action twice.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blood Drain.''' This attack automatically hits targets Charmed or Enthralled by the Vampire. ''Reach 5 ft Natural Weapon.'' +4 vs ANT. '''Hit:''' 15 (2d10+4) necrotic, and the Vampire regains HP equal to the damage it dealt.&lt;br /&gt;
'''Enthrall (1/Recoup).''' ''Ranged 20 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The target is Enthralled by the Vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage, it may make a DC 16 CHA check; on a success, it ends the Enthralled condition. A creature that was Enthralled by the Vampire and is no longer Enthralled, is Immune to this attack and the Vampire’s Charm attack for the next 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Frighten (Recharge 6).''' ''20 ft Radius Natural Weapon.'' +6 vs WILL of each creature in the radius. '''Hit:''' The creature is Frightened until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Creatures of the Night (1/Recoup).''' The vampire summons 2 (1d4) '''Wolves''' and 1 (1d2) '''Swarm of Bats'''. These creatures are friendly towards the Vampire, obey its mental commands, and take their turn immediately after it in Initiative.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Contest Spell]] (1/Round; 3/Rest).''' The Vampire can innately cast the Contest Spell arcane spell, as though using 20 SP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== VotEN Vampire Stat Block ==&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Vampire ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 21''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead Humanoid Shapechanger''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!3&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 16&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 13&lt;br /&gt;
!Will: 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 16&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Occult 5 '''Immune'''  Necrotic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 230&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Radiant 2 '''DR''' 5/Silvered or Magical Weapons&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Climb 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 300 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind, Regen 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Vampirism.''' The Vampire follows the Ancerran, Croftian, or Draculean [[Vampire Template|vampire template]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''On each of the Vampire’s turns, it may take one of the following sets of actions.'' &lt;br /&gt;
* ''Take five Tier 1 actions.''&lt;br /&gt;
* ''Take three Tier 1 actions and one Tier 2 action.''&lt;br /&gt;
* ''Move and take two Tier 2 actions.'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 1 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Vampire can move up to its speed.&lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +6 vs AR. '''Hit:''' 10 (1d8+6) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Charm.''' ''Ranged 20 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The target is Charmed by the Vampire until the start of the Vampire’s next turn.&lt;br /&gt;
&lt;br /&gt;
'''Shapechanger (3/Rest).''' The Vampire assumes the form of a [[Swarm of Bats]], a [[Vampiric Mist]], or an [[Alpha Wolf]]. It retains its HP and AR but otherwise uses the relevant creature’s stats. The Vampire may return to its normal form by spending one action.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 2 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blood Drain.''' This attack automatically hits targets Charmed or Enthralled by the Vampire. ''Reach 5 ft Natural Weapon.'' +4 vs ANT. '''Hit:''' 15 (2d10+4) necrotic, and the Vampire regains HP equal to the damage it dealt.&lt;br /&gt;
'''Enthrall (1/Recoup).''' ''Ranged 20 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The target is Enthralled by the Vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage, it may make a DC 16 CHA check; on a success, it ends the Enthralled condition. A creature that was Enthralled by the Vampire and is no longer Enthralled is Immune to this attack and the Vampire’s Charm attack for the next 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Frighten (Recharge 6).''' ''20 ft Radius Natural Weapon.'' +6 vs WILL of each creature in the radius. '''Hit:''' The creature is Frightened until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Creatures of the Night (1/Recoup).''' The vampire summons 2 (1d4) [[Wolf|Wolves]] and 1 (1d2) [[Swarm of Bats]]. These creatures are friendly towards the Vampire, obey its mental commands, and take their turn immediately after it in Initiative.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Contest Spell (1/Round; 3/Rest).''' The Vampire can innately cast the [[Contest Spell]] arcane spell, as though using 20 SP.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dire_Ant,_Worker&amp;diff=14145</id>
		<title>Dire Ant, Worker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dire_Ant,_Worker&amp;diff=14145"/>
		<updated>2026-04-08T18:58:07Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
There are many varieties of scuttling, crawling bugs that you might encounter.&lt;br /&gt;
&lt;br /&gt;
Much larger than a typical ant, a Dire Ant can grow up to the size of an alley cat. Like miniscule ants, Dire Ants have strength far disproportionate to their size.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Worker Dire Ant ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. [[Giant]], Beast''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!1&lt;br /&gt;
!1&lt;br /&gt;
!-2&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 11&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 11&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Sharp 2 '''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 8&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Tremorsense 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Climb 30 ft, Burrow 15 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Applied Force +20, Athletics +20; (END) Forced March +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hivemind.''' The Worker Dire Ant can telepathically communicate basic messages to other Ants within half a mile of it.&lt;br /&gt;
'''Small But Mighty.''' The Worker Dire Ant counts as Huge for the purposes of determining how much it can lift, drag, or carry.&lt;br /&gt;
&lt;br /&gt;
'''Insectile Climber.''' The Worker Dire Ant can move across upside-down surfaces unhindered.&lt;br /&gt;
&lt;br /&gt;
'''Tunneler.''' When the Worker Dire Ant Burrows, it leaves a tunnel in its wake that any Small or smaller creature can crawl through without needing to squeeze.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Worker Dire Ant can '''MOVE''' and take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Worker Dire Ant can move up to its speed.&lt;br /&gt;
'''Mandibles.''' ''Reach 5 ft, Natural Weapon.'' +2 vs AR. '''Hit:''' 4 (1d4+2) sharp.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=14144</id>
		<title>Magic Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=14144"/>
		<updated>2026-03-15T20:49:13Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
== Arcane Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Student of the Arcane'''&lt;br /&gt;
|&lt;br /&gt;
|Having tapped into the Fundamental Wellspring and achieved Attunation, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the arcane magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Power.''' Gain 1 Arcane Power. Each time you level up and take a talent with the arcane magic tag, you gain +1 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Spells.''' You know a number of arcane cantrips and spells equal to your Arcane Power + INT. Each time this number increases, learn another arcane cantrip or spell.&lt;br /&gt;
&lt;br /&gt;
'''Student.''' Gain access to the Arcane Magic stack. Gain two talents from the Arcane Magic stack. (You do not gain additional SP or Arcane Power from these selections.)&lt;br /&gt;
&lt;br /&gt;
'''Arcanist.''' Your magic attribute is INT unless another talent says otherwise.&lt;br /&gt;
|''Arcane Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Cantrips'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain three arcane cantrips.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Knowledge'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain one arcane spell or cantrip, and gain +4 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain two arcane cantrips and one arcane spell..&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain two arcane spells.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear Thoughts'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You permanently lose 3d4 max HP and can reallocate all talent points that have given you Arcane Power. You cannot reassign Student of the Arcane or Clear Thoughts. If reassigning would cause you to know fewer spells, you can choose which spells you forget. You must spend 8 uninterrupted hours in Attunation to achieve this, and rest for 8 hours following this process. If you are interrupted, you must start the process over. Your talent point changes do not take effect until you have finished the entire process. Taking this talent again does allow you to reallocate the previous uses of this talent, but does not cause you to regain the lost max HP.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Cold Focus, Necrotic Focus&lt;br /&gt;
|Your magical abilities that deal fire damage now ignore Resist, but you can no longer cast magical abilities that deal cold damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus II'''&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Resist Fire +3, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus III'''&lt;br /&gt;
|Fire Focus II&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Resist Fire +3, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus IV'''&lt;br /&gt;
|Fire Focus III&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Immune Fire, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Fire Focus, Necrotic Focus&lt;br /&gt;
|Your magical abilities that deal cold damage now ignore Resist, but you can no longer cast magical abilities that deal fire damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus II'''&lt;br /&gt;
|Cold Focus&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Resist Cold +3, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus III'''&lt;br /&gt;
|Cold Focus II&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Resist Cold +3, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus IV'''&lt;br /&gt;
|Cold Focus III&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Immune Cold, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|When you Recoup, you may regain 1d4 SP. If you do, you do not naturally regain HP during that Recoup.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery II'''&lt;br /&gt;
|Fundamental Recovery&lt;br /&gt;
|You now regain 2d4 SP from Fundamental Recovery.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery III'''&lt;br /&gt;
|Fundamental Recovery II&lt;br /&gt;
|When you use your Fundamental Recovery ability, you can still naturally regain HP as part of the same Recoup.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery IV'''&lt;br /&gt;
|Fundamental Recovery III&lt;br /&gt;
|You now regain 3d4 SP from Fundamental Recovery.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Cold Focus, Fire Focus&lt;br /&gt;
|Your magical abilities that deal necrotic damage now ignore Resist, but you can no longer cast magical abilities that deal radiant damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus II'''&lt;br /&gt;
|Necrotic Focus&lt;br /&gt;
|The first time you deal necrotic damage with a magical ability after Taking a Rest, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus III'''&lt;br /&gt;
|Necrotic Focus II&lt;br /&gt;
|The first time you deal necrotic damage with a magical ability after Recouping, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus IV'''&lt;br /&gt;
|Necrotic Focus III&lt;br /&gt;
|When you deal necrotic damage with a magical ability, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciple of the Divine'''&lt;br /&gt;
|&lt;br /&gt;
|Having opened yourself to divine power, you gain the following benefits.&lt;br /&gt;
'''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the divine magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power.''' Gain 1 Divine Power. Each time you level up and take a talent with the divine magic tag, you gain +1 Divine Power.&lt;br /&gt;
&lt;br /&gt;
'''Disciple.''' Gain access to the Divine Magic stack. Gain two talents from the Divine Magic stack. (You do not gain additional SP or Divine Power from these selections.)&lt;br /&gt;
&lt;br /&gt;
'''Divinity.''' Your magic attribute is CHA unless another talent says otherwise.&lt;br /&gt;
|''Divine Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn one prayer, one divine ritual, and two divine spells.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two divine rituals.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four divine spells.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prayers'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three divine prayers.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Theological Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the knowledge tag. &lt;br /&gt;
Learn one divine ritual.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Force of Belief'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the influence tag. &lt;br /&gt;
Learn one divine spell.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Quickened Recovery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Quickened Recovery (1/Recoup).''' When casting a spell with the evoking tag to restore HP, reduce its APC by 1 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Recovery II'''&lt;br /&gt;
|Quickened Recovery&lt;br /&gt;
|Quickened Recovery reduces the spell’s APC by 2 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spark of Life'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Spark of Life ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spark of Life (Divine Power/Rest).''' You may spend 1 AP and 1 SP to restore 1 HP to a creature that you touch, provided that the creature already has at least 1 HP.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sanctified Wards ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sanctified Wards (1/Recoup).''' When you cast a divine spell with the warding tag, reduce its SPC by 2 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards II'''&lt;br /&gt;
|Sanctified Wards&lt;br /&gt;
|Sanctified Wards now reduces the spell’s SPC by 4 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards III'''&lt;br /&gt;
|Sanctified Wards II&lt;br /&gt;
|Sanctified Wards also allows you to reduce the spells APC by 1 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards IV'''&lt;br /&gt;
|Sanctified Wards III&lt;br /&gt;
|Sanctified Wards becomes 3/Recoup.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplicant's Reward'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Supplicant’s Reward ability.&lt;br /&gt;
&lt;br /&gt;
* '''Supplicant’s Reward.''' When you cast a spell, prayer, or ritual that affects consumable food or drink, such as purifying it of poison, or transmuting it from water into an alcoholic beverage, you may also magically conjure one day’s worth of rations as part of the same spell, prayer, or ritual.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Occult Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Initiate of the Occult'''&lt;br /&gt;
|&lt;br /&gt;
|Having augmented yourself with strange powers, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the occult magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Power.''' Gain 1 Occult Power. Each time you level up and take a talent with the occult magic tag, you gain +1 Occult Power.&lt;br /&gt;
* '''Initiate.''' Gain access to the Occult Magic stack. Gain two talents from the Occult Magic stack. (You do not gain additional SP or Occult Power from these selections.)&lt;br /&gt;
* '''Occultism.''' Your magic attribute is CHA unless another talent says otherwise.&lt;br /&gt;
|''Occult Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Chants'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three occult chants.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two occult chants, two occult rituals, and one occult spell.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four occult rituals.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two occult spells.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Savant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' When you make a roll that could result in you suffering dark power, you reduce the highest possible dark power number by 1 (e.g., from a roll of 1-5 to a roll of 1-4). A roll of 1 always triggers dark power.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Mastery'''&lt;br /&gt;
|Dark Power Savant x4&lt;br /&gt;
|Dark Power Savant can reduce your chances of dark power to 0, even if you roll a 1.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Darkness'''&lt;br /&gt;
|&lt;br /&gt;
|When on a plane of existence that has days and nights, if you Recoup and it is nighttime, gain Resist Energy +3 for the next 4 hours.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Esoteric Ritualist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose two spells that you know with the ritualize tag. The first time you cast either spell as a ritual after you Take a Rest, it does not expend a use of the ritual.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Radiance'''&lt;br /&gt;
|&lt;br /&gt;
|When on a plane of existence that has days and nights, if you Recoup and it is daytime, add +1d4 fire damage to chants that deal damage.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Unholy Rites ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unholy Rites (1/Week).''' When you enter the space of a religious order, such as a temple, you may steal a sliver of power from one god associated with that temple. Your MC will choose a Divine Icon from the Cleric stack based on the relevant god; you can use that Icon ability one time in the next 24 hours.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warden of the Primal'''&lt;br /&gt;
|&lt;br /&gt;
|Having cultivated a connection to the energy of the Everwilds, you can cast primal magic. You gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the primal magic tag, gain +5 SP.&lt;br /&gt;
* '''Primal Power.''' Gain 1 Primal Power. Each time you level up and take a talent with the primal magic tag, you gain +1 Primal Power.&lt;br /&gt;
* '''Warden.''' Gain access to the Primal Magic stack. Gain two talents from the Primal Magic stack. (You do not gain additional SP or Primal Power from these selections.)&lt;br /&gt;
* '''Primeval Strength.''' Your magic attribute is AWR unless another talent says otherwise.&lt;br /&gt;
|''Primal Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Chant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four primal chants.&lt;br /&gt;
|''Primal Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Invocations'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two primal invocations.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three primal chants and two primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the survival tag. &lt;br /&gt;
Learn two primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Primal Recovery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Recovery (1/Rest).''' When Recouping, if you are in an area of unmitigated wilderness, regain 5 SP.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery II'''&lt;br /&gt;
|Primal Recovery, Primal Power 5&lt;br /&gt;
|Primal Recovery becomes: Regain a number of SP equal to your Primal Power.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivated Wilds'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Everwilds Affinity&lt;br /&gt;
|You may now use your Primal Recovery ability in any area outdoors that is predominantly nature, such as a garden or park.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Everwilds Affinity'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Cultivated Wilds&lt;br /&gt;
|When using your Primal Recovery ability, regain a number of SP equal to double your Primal Power.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery III'''&lt;br /&gt;
|Primal Recovery II, Primal Power 13&lt;br /&gt;
|Primal Recovery becomes 2/Rest.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adept of the Psionic'''&lt;br /&gt;
|&lt;br /&gt;
|Having opened yourself to psionic power, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Aptitude.''' You manifest one psionic aptitude. When you cast psionic spells of that aptitude with the manifestation tag, they cost 0 SP for you.&lt;br /&gt;
* '''Spell Points.''' If this is the first magic entry talent you have taken, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the psionic magic tag, you gain +5 max SP.&lt;br /&gt;
* '''Psionic Power.''' Gain 1 Psionic Power. Each time you level up and take a talent with the psionic magic tag, you gain +1 Psionic Power.&lt;br /&gt;
* '''Adept.''' Gain access to the Psionic Magic stack. Gain two talents from the Psionic Magic stack. (You do not gain additional SP or Psionic Power from these selections.)&lt;br /&gt;
* '''Psion.''' Your magic attribute is AWR unless another talent says otherwise.&lt;br /&gt;
|''Psionic Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clairsentent Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the clairsentience tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Telepath Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the telepathy tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychokinetic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the psychokinetics tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychometabolic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the psychometabolics tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metacreative Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the metacreativity tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Psionic Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn two new psionic spells.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Versatility'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Psionic Focus&lt;br /&gt;
|''Repeatable'' You gain another psionic aptitude.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Psionic Versatility&lt;br /&gt;
|''Repeatable.'' Spells that have the tag you chose as your psionic aptitude have their SPC reduced by 2 (min 1, unless they are manifestations).&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Concentration'''&lt;br /&gt;
|Enhanced Concentration&lt;br /&gt;
|While concentrating on a psionic spell, you gain the Exploit maneuver.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Body Sculptor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Body Sculptor (1/Level).''' You can shorten the meditation and recovery time from Body Sculpt to 8 hours each.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor II'''&lt;br /&gt;
|Body Sculptor&lt;br /&gt;
|Body Sculptor becomes 2/Level.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor III'''&lt;br /&gt;
|Body Sculptor II&lt;br /&gt;
|You can now cast Body Sculpt on others, as though it had a range of touch.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration'''&lt;br /&gt;
|&lt;br /&gt;
|When rolling concentration, you now roll 2d20 and take the higher result. Additionally, if you roll concentration and would fail, you can spend 1 Reactive AP to pass instead.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration II'''&lt;br /&gt;
|Level 12, Enhanced Concentration&lt;br /&gt;
|You can now concentrate on two spells. However, when concentrating on two spells, your concentration DC increases by 4. If you fail a concentration check, you lose concentration on both spells.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration III'''&lt;br /&gt;
|Ehanced Concentration II&lt;br /&gt;
|When concentrating on one or more spells, you cannot lose concentration on the spell that you have been concentrating on for the longest time.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration IV'''&lt;br /&gt;
|Level 24, Enhanced Concentration III&lt;br /&gt;
|You can now concentrate on three spells at once, and your DC for concentration can not exceed 12. If you fail a concentration check, you lose concentration on all spells except for the one that Enhanced Concentration III preserves.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meditative Rest'''&lt;br /&gt;
|&lt;br /&gt;
|You can remain partially aware of your surroundings while you sleep – able to wake at will, at a moment’s notice (this takes 1 Reactive AP).&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meditative Rest II'''&lt;br /&gt;
|Meditative Rest&lt;br /&gt;
|You now only need 4 hours of sleep.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Mind'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose two psionic spells that you know with the conjuring tag. Their conjuring value is lowered by 1 (min 1).&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=14133</id>
		<title>Bandit Captain</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=14133"/>
		<updated>2026-02-14T03:00:05Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bandit Captain ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 13 (breastplate)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 73&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Skills''' (DEX) Sneaking +3; (AWR) Appraising +2, Perceiving +2; (CHA) Deceiving +4, Intimidating +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blend in Terrain.''' When the Bandit Captain has cover, its AR and physical defenses increase by +1.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bandit Captain can take TWO of the following actions, or take the same action twice.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bandit Captain can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Throwing Axe.''' ''Thrown 30 ft One-Handed Weapon.'' +3 vs AR. '''Hit:''' 5 (1d4+3) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Battle Axe.''' ''Reach 5 ft Hand-and-a-Half Weapon.'' +3 vs AR. '''Hit:''' 7 (1d8+1) sharp, or 8 (1d10+3) with two hands.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Command.''' One humanoid creature allied to the bandit makes a reactive weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Bandit Captain can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=14132</id>
		<title>Bandit Captain</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=14132"/>
		<updated>2026-02-14T02:59:54Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bandit Captain ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 13 (breastplate)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 73&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Skills''' (DEX) Sneaking +3; (AWR) Appraising +2, Perceiving +2; (CHA) Deceiving +4, Intimidating +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blend in Terrain.''' When the Bandit Captain has cover, its AR and physical defenses increase by +1.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bandit Captain can take '''TWO''' of the following actions, or take the same action twice.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bandit Captain can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Throwing Axe.''' ''Thrown 30 ft One-Handed Weapon.'' +3 vs AR. '''Hit:''' 5 (1d4+3) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Battle Axe.''' ''Reach 5 ft Hand-and-a-Half Weapon.'' +3 vs AR. '''Hit:''' 7 (1d8+1) sharp, or 8 (1d10+3) with two hands.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Command.''' One humanoid creature allied to the bandit makes a reactive weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Bandit Captain can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=14131</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=14131"/>
		<updated>2026-02-14T02:58:21Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Human rogue.png|thumb|Avery Gray, the &amp;quot;Little Shadow&amp;quot;]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Only four guards? I'm offended.&amp;quot; - [[Avery “Little Shadow” Gray|Avery Gray]], the &amp;quot;Little Shadow&amp;quot;&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
You were dealt a difficult hand. You grew up in society’s unforgiving underbelly and from an early age you had to resort to thievery or deception to find food and lodging. Through trial and error, you learned what fools people and what does not. Living in the shadows on the fringes of society, you quietly observed as other, more skilled rogues earned their illicit livelihoods. Seeking to emulate the most successful thieves and con artists, you have learned how to stay one step ahead of the law.&lt;br /&gt;
&lt;br /&gt;
The most successful rogues know the other players in their game: crime lords, skilled pickpockets, charlatans, corrupt nobles, bribed guards, aspiring politicians, and the pesky incorruptible altruists among such folk. You make it your business to stay informed on all such individuals. Are there any among these scoundrels whom you would trust? Would you ever try to form a family of sorts with any of these fellow rogues, or do you find that you only trust your own intuition? Even if you would never trust another rapscallion, what offer would convince you to work alongside another individual or group to complete a job? You should always ask yourself these questions, relying on both logic and gut instinct as your answers might change on a daily or even hourly basis.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Rogue Tracks/Talents&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Rogue#Con Track|Con.]]''' You wear identities like clothes. Capable of impersonating nearly anyone, you can pull elaborate cons.&lt;br /&gt;
&lt;br /&gt;
'''[[Rogue#Guild Affiliate Track|Guild Affiliate.]]''' You are a talented poisoner and use deadly reagents to enhance your weapon attacks.&lt;br /&gt;
&lt;br /&gt;
'''[[Rogue#Psyblade Track|Psyblade.]]''' You have an aptitude for psionic magic and use this to silence your footfalls and improve your thievery. &lt;br /&gt;
&lt;br /&gt;
'''[[Rogue#Stealth Archer Talents|Stealth Archer.]]''' You are a master of raining death on your enemies from a hidden vantage.&lt;br /&gt;
&lt;br /&gt;
'''[[Rogue#Subtlety Track|Subtlety.]]''' Silent as a shadow, you infiltrate and exfiltrate even well-guarded buildings with meticulous skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Rogue#Dark Jester Track|Dark Jester.]]''' ''Harker's Guide to Vampire Hunting.'' They laugh and laugh, knives as sharp as their grins, always just the faintest bit confused why no one else seems to be laughing along with them.&lt;br /&gt;
&lt;br /&gt;
'''[[Rogue#Sleuth Track|Sleuth.]]''' ''Harker's Guide to Vampire Hunting.'' Nothing escapes your keen intuition. By implementing superior deductive and inductive reasoning, you can outmaneuver and track down any foe, no matter how sly.&lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Rogue Entry Talent ===&lt;br /&gt;
After gaining the Rogue Entry talent, you can take talents from any of the Rogue tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue Entry''' &lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Sneak Attack.''' Gain +1 Sneak Attack die and the Sneak Attack ability, if you did not already have it. Your Sneak Attack die is 1d6. &lt;br /&gt;
&lt;br /&gt;
* '''Sneak Attack (1/Turn).''' When you hit a creature with a melee attack with a light weapon, if you had TA against the target and no TD, add your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
'''Skilled.''' Gain +6 Skill Points that you can spend on any skills with the acrobatics, influence, observation, or subterfuge tag.&lt;br /&gt;
&lt;br /&gt;
'''Well Equipped.''' You gain hooded common clothes, a hooded lantern, two daggers, a skulduggery kit, and one disguise of your choice.&lt;br /&gt;
|''Rogue, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Con Track ===&lt;br /&gt;
[[File:ConTrack.png|center|frameless|928x928px|Con Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Confidence'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You gain 1 rank in the Charlatan profession. If you already have any ranks in the Charlatan profession, you gain an additional +3 Skill Points in Savoir Faire, and +3 Skill Points that you can spend on Empathy, Gossiping, Intimidating, Leadership, or Persuading.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impersonate'''&lt;br /&gt;
|Confidence&lt;br /&gt;
|Your false identity now holds up to some scrutiny. After spending a day studying someone and at least a week in their area of residence, you can use the Impersonate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Impersonate.''' Roll a Disguising check and an Forging check and take the average of the two rolls. You may use INT or LUCK as the attribute for these checks. This becomes your Identity Score. People inspecting your credentials, paperwork, or claims may make an INT roll, and if they do not beat your Identity Score, they do not get suspicious unless you give them a clear reason to be suspicious.&lt;br /&gt;
&lt;br /&gt;
You may have one active identity.&lt;br /&gt;
&lt;br /&gt;
You can only repeat your Disguise and Forging check by spending another day with the person and another week in their area of residence.&lt;br /&gt;
&lt;br /&gt;
A creature inspecting you gains the following bonus to their INT roll if circumstances allow. They use the highest bonus they qualify for.&lt;br /&gt;
&lt;br /&gt;
• +5 If you have just done something very suspicious.&lt;br /&gt;
&lt;br /&gt;
• +10 If you are within 5 miles of the home of the person you are impersonating.&lt;br /&gt;
&lt;br /&gt;
• +30 If the person who is inspecting has heard of or knows about the person you are impersonating.&lt;br /&gt;
&lt;br /&gt;
• +40 If the person inspecting has been fooled by a different identity before.&lt;br /&gt;
&lt;br /&gt;
• +50 If the person inspecting has met the person you are impersonating before.&lt;br /&gt;
&lt;br /&gt;
• +70 If the person inspecting has met the person you are impersonating in the last year.&lt;br /&gt;
&lt;br /&gt;
The creature automatically beats your score if they have interacted with the person that you are impersonating in the last month, the person you are impersonating is a well known individual in the area you are in, or the inspector knows the individual that you are impersonating personally.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Disguise'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' Gain +3 to Disguising and Forging checks.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Additional Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You may have an additional Identity. It takes you one hour to switch between identities.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +5 to your Identity Score.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sturdier Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +10 to your Identity Score when the inspector has any number of circumstantial bonuses.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quicker Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|Gain +3 to Disguising and Forging checks.&lt;br /&gt;
&lt;br /&gt;
Gain the Quicker Identities ability.&lt;br /&gt;
&lt;br /&gt;
* '''Quicker Identities.''' You may shortcut the 1 week requirement for identities and take a -2 on your Forgery check per day skipped (max -12).&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Betrayal'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|If you attack someone who is Completely Surprised and has been fooled by your Identity, that attack is an automatic crit and deals maximum damage.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Charming Identity'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|Gain the Charming Identity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Charming Identity.''' You attempt to charm someone who has been fooled by your Identity. Make a CHA roll against their LOG. On a hit, they are Charmed for 1 minute, and do not know they have been Charmed. This does not work if the creature is in combat.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leave it to Luck'''&lt;br /&gt;
|Con 5&lt;br /&gt;
|Gain the Coin Toss ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coin Toss (1⁄2 LUCK/Rest).''' Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a crit fail. If you roll an even number, treat it as a crit.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fool's Strike'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|''Repeatable.'' Roll +1 Sneak Attack die when you use Sneak Attack against creatures while you are disguised and your target does not know your true identity.&lt;br /&gt;
You can take this talent up to six times.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''How Dare You'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|People inspecting your Identity must subtract your Savoir Faire from their INT roll.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leave it to Luck II'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Your Coin Toss ability becomes LUCK/Rest.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jammy'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Your total number of Luck Points per day is equal to your LUCK.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Slippery'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Gain the Slippery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Slippery.''' Spend 2 Luck Points to force a creature that you can see within 30 ft of you to reroll a d20 after they make an attack roll or after they inspect your Identity.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Catch Me if You Can'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Gain the Catch Me if You Can ability.&lt;br /&gt;
&lt;br /&gt;
* '''Catch me if you Can.''' If you have at least 1 Luck Point when you are reduced to 0 HP, you can regain 1 HP and immediately move 40 ft without provoking reactive actions. Doing so costs all of your remaining Luck Points.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Play Dead'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Gain the Play Dead ability.&lt;br /&gt;
&lt;br /&gt;
* '''Play Dead.''' If you have at least 1 Luck Point when you reach 0 HP you can regain 1 HP and pretend to be dead. You begin Catching your Breath when you do this. Additionally, make a CHA roll, or you may use any skill with the performance tag, against the LOG of each creature that can see you. If you hit more than half the witnesses, then you are believed to be dead (or the Identity that you are currently using is believed to be dead).&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Disguise II'''&lt;br /&gt;
|Leave it to Luck, Master of Disguise&lt;br /&gt;
|You gain +3 in Savoir Faire and +3 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Check it Again'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Gain the Check it Again ability.&lt;br /&gt;
&lt;br /&gt;
* '''Check it Again.''' Spend 1 Luck Point to force a creature to reroll their INT check made to overcome your Identity Score.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frame'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You can now abandon an Identity after you attempt a Rug Pull using the rank 5 Charlatan ability. There is a 50% chance that the blame will fall on the person you were impersonating instead of you.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Con Extraordinaire'''&lt;br /&gt;
|Con 14&lt;br /&gt;
|Who exactly are you? No one knows. Your original identity has been completely erased from all records and only the people closest to you might know your real name. Gain the Grand Impersonation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Grand Impersonation (1/Week).''' You may now attempt a grand impersonation. When someone inspects you, they gain no bonus from having heard of the person that you are impersonating or from having met them before. People who personally know the creature you are impersonating will only find you out if they can see you and are within 30 ft of you. Your Grand Impersonation only lasts for 24 hours. After 24 hours, future inspections gain a +40 bonus to their roll. &lt;br /&gt;
* '''''Level 30:''''' The final cap for your CHA increases from 12 to 14.&lt;br /&gt;
|''Rogue, Con, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guild Affiliate Track ===&lt;br /&gt;
[[File:GuildAffiliateTrack.png|center|frameless|567x567px|Guild Affiliate Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Guild Member'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Disciple of the Divine, Initiate of the Occult, Warden of the Primal&lt;br /&gt;
|You join Harlan’s Guild (or another guild, as specified by your MC.) You may only gain the benefits of this talent after Taking a Rest in an area of civilization such as a town or village. You swear off all deific influence.&lt;br /&gt;
&lt;br /&gt;
You gain access to three poisons, and can keep one vial of each on your person. A vial is enough for three doses of each poison. You may only refill these by Taking a Rest in a populated area. You learn how to identify fellow members of the guild who can provide this service to you, as well as clue you in to potential contracts. If you break your oath, you may no longer refill your poisons until reparations have been made. The first vials from your guild are free, but new vials cost 20 sc each.&lt;br /&gt;
&lt;br /&gt;
* '''''Drake’s Breath.''''' For 1 minute after applying the poison, when making an attack roll, if you roll an odd number on your d20 you deal +1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
* '''''Ice Blood.''''' The first target struck within a minute of the weapon being coated in this poison must make an END check with a DC of 10 at the start of their turn for the next minute. On any turn where they fail, they gain the Chilled condition.&lt;br /&gt;
&lt;br /&gt;
* '''''Harlan’s Breach.''''' For 1 minute after applying the poison, your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical.&lt;br /&gt;
&lt;br /&gt;
Gain the Coat Weapon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coat Weapon.''' You can spend 1 AP to coat a weapon with the light tag in one of your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Gain the Weak Spot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Weak Spot (1/Turn).''' You may target a creature’s FORT instead of their AR.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find Weak Spot II'''&lt;br /&gt;
|Find Weak Spot&lt;br /&gt;
|''Repeatable (even levels only).'' Roll +1 Sneak Attack die whenever you use Sneak Attack and Weak Spot on the same attack.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (even levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find Weak Spot III'''&lt;br /&gt;
|Find Weak Spot II&lt;br /&gt;
|''Repeatable (odd levels only).'' Gain the Slipcut ability.&lt;br /&gt;
&lt;br /&gt;
* '''Slipcut (1/Catch Breath).''' On a hit with a Weak Spot attack, you may move 5 ft for 0 AP. This movement does not provoke reactive attacks. &lt;br /&gt;
&lt;br /&gt;
Each time you take this talent again, gain +2 uses per Catch Breath.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (odd levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find Weak Spot IV'''&lt;br /&gt;
|Find Weak Spot III&lt;br /&gt;
|Weak Spot attacks that exceed the target’s FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find Weak Spot V'''&lt;br /&gt;
|Find Weak Spot IV&lt;br /&gt;
|When using Weak Spot, increase your crit range by +1.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Garrote'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Gain a special attack.&lt;br /&gt;
&lt;br /&gt;
* '''Garrote (1/Rest).''' Spend 3 AP to initiate a special Grapple. Make a DEX attack against the ANT of a creature who cannot see you and is within reach of your unarmed attacks. On a hit, they are Grappled. If their ML is less than half your character level, they are rendered Helpless and begin Suffocating while Grappled in this way. Otherwise, the creature is Silenced and Staggered while Grappled in this way. While in this Grapple, you may only spend your AP to move.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue Maneuvers'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Your range for thrown weapons is doubled and weapons that you throw can now trigger Sneak Attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hamstring'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|Gain the Hamstring Ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hamstring.''' When a creature leaves your melee reach, you can attack them with a melee weapon for 2 Reactive AP. On a hit, that target’s movement is halved until the end of their turn.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|Gain the Quick Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Quick Strike.''' When you hit a creature with a melee attack, you may spend 2 AP to teleport to another unoccupied space within 5 ft of the creature you attacked.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Preparatory Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|Gain the Preparatory Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Preparatory Strike.''' Make a weapon attack against a creature and then end your turn immediately. You add a bonus to your physical defenses and AR until the beginning of your next turn. The bonus equals the number of AP you have remaining to use reactively.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive Throw'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|Gain the Evasive Throw ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evasive Throw.''' Spend +1 AP as a part of a thrown weapon attack. On a hit, you gain +2 to your mental defenses against that creature and take no damage when the creature misses you if you would otherwise take half damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Throw'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You can now make a thrown attack as a part of drawing a concealed weapon. If the creature is Partially Surprised it automatically hits. If the creature is Completely Surprised it automatically hits and crits.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|Gain the Aimed Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aimed Strike.''' Spend 1 AP to gain +1 TA on your next attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Strike II'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|When using Aimed Strike, roll 2d20 and take the higher result.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|Your Aimed Strikes deal +1 damage.&lt;br /&gt;
&lt;br /&gt;
When you have one source of TA, you can ignore two sources of TD, potentially allowing you to use Sneak Attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority II'''&lt;br /&gt;
|Tactical Superiority&lt;br /&gt;
|Your Aimed Strikes deal +1 damage.&lt;br /&gt;
&lt;br /&gt;
When you have one source of TA, you can now ignore three sources of TD.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority III'''&lt;br /&gt;
|Tactical Superiority II&lt;br /&gt;
|Your Aimed Strikes deal +1 damage.&lt;br /&gt;
&lt;br /&gt;
When you have one source of TA, you can now ignore all sources of TD.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|You may now apply poison to ammunition.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Ice Blood or Harlan’s Breach with extra vials of Drake’s Breath when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Drake’s Breath.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath becomes 2d6 fire damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Drake's Breath'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath now lasts for 2 minutes on your weapon before expiring.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can apply Drake’s Breath to a quiver of up to 20 arrows or a case of up to 20 bolts using one vial. The duration for Drake’s Breath remains unchanged and ends on every piece of ammunition at the end of the duration.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Expertise'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You now add your INT to your Drake’s Breath damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Drake’s Breath or Harlan’s Breach with extra vials of Ice Blood when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood  Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Ice Blood.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood  Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Ice Blood’s DC becomes your INT+10.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Ice Blood''' &lt;br /&gt;
|Poisoner&lt;br /&gt;
|Ice Blood now lasts for 2 minutes on your weapon before expiring.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can now apply Ice Blood to a quiver of up to 20 arrows or a case of up to 20 bolts using one vial. The duration for Ice Blood remains unchanged and ends on every piece of ammunition at the end of the duration.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Drake’s Breath or Ice Blood with extra vials of Harlan’s Breach when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Harlan’s Breach.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Any creature struck with Harlan’s Breach loses its Resist properties until the beginning of its next turn.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Harlan's Breach'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Harlan’s Breach now lasts for 2 minutes on your weapon before expiring.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can apply Harlan’s Breach to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged and ends on every piece of ammunition at the end of the duration.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guildmaster'''&lt;br /&gt;
|Guild Affiliate 14&lt;br /&gt;
|You are an individual of great renown among the shadowy underbelly of Ancerra. Commanding entire operations for your guild, approving new members, and handling the most sensitive of issues.&lt;br /&gt;
&lt;br /&gt;
You gain two vials of each of the three poisons when you Take a Rest in a populated area, and refilling them is free. Once per week, you can have a guild representative meet you where you are camping for refills, assuming your location is accessible without major magic or combat. The representative will not partake in combat or favors for you, but may take messages back to the nearest town if you request it.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' You gain one additional vial of each of the three poisons from this track each time you restock.&lt;br /&gt;
|''Rogue, Guild Affiliate, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psyblade Track ===&lt;br /&gt;
[[File:PsybladeTrack.png|center|frameless|629x629px|Psyblade Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Psyblade Focus'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You gain the Adept of the Psionic talent if you do not already have it. If you already have it, gain +5 SP and +1 Psionic Power. INT is your magic attribute. &lt;br /&gt;
&lt;br /&gt;
Each time you level up and spend your Talent Point on a talent in the Psyblade track, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Knife'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Regardless of your Aptitude, [[Create Weapon]] costs you 0 SP to cast, and 0 AP to resummon a Light weapon.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Rend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Soul Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Soul Rend (INT/Rest).''' When you deal psychic damage to a creature, it can no longer regain HP until the beginning of its next turn.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Psychic Bond ability.&lt;br /&gt;
&lt;br /&gt;
* '''Psychic Bond (INT/Rest).''' Spend 2 AP and choose an ally within 30 ft of you. Gain +1 TA on enemies that take damage from that ally for 1 minute.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Strike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Psychic Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Psychic Strike (INT/Rest).''' If you would miss an attack roll, you may spend SP to add to your attack roll total at a rate of 1 SP per +2 to attack.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Spike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Your attacks and spells that deal psychic damage may now deal Sneak Attack damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Mind Spike'''&lt;br /&gt;
|Mind Spike&lt;br /&gt;
|Roll +1 Sneak Attack die when using Sneak Attack on an attack that deals psychic damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Space Bend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Space Bend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Space Bend (1⁄2 INT/Rest).''' When you would be the victim of damage that affects more than one creature, you may teleport to an unoccupied space up to 15 ft away, but you start your next turn with 3 fewer AP.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psyblade Focus II'''&lt;br /&gt;
|Psyblade 5&lt;br /&gt;
|You can now choose if the weapons created by your Create Weapon are visible, invisible, or shed bright light in a 15 ft radius and dim light for an additional 15 ft.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Knife II'''&lt;br /&gt;
|Psyblade Focus II, Soul Knife&lt;br /&gt;
|Gain the Psyblink ability.&lt;br /&gt;
&lt;br /&gt;
* '''Psyblink (INT/Recoup).''' Once per turn, you may spend 1 AP to teleport to a thrown weapon from Create Weapon.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Rend II'''&lt;br /&gt;
|Psyblade Focus II, Soul Rend&lt;br /&gt;
|Soul Rend now lasts until the end of the creature’s next turn.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond II'''&lt;br /&gt;
|Psyblade Focus II, Psychic Bond&lt;br /&gt;
|Psychic Bond now also grants +1 TA to your ally against creatures that you have damaged during the duration. &lt;br /&gt;
&lt;br /&gt;
Additionally, you can communicate telepathically with your Psychic Bond.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond III'''&lt;br /&gt;
|Psychic Bond II&lt;br /&gt;
|While the TA benefit only extends to one ally, you can include up to eight willing creatures that you can see when communicating telepathically with your Psychic Bond ability.&lt;br /&gt;
&lt;br /&gt;
One of these creatures must be the ally that you chose for Psychic Bond.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enlightened Mind'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Gain the Enlightened Mind ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enlightened Mind (1⁄2 INT/Rest).''' Psionic spells with a range of Self or Touch cost you fewer AP: subtract your INT from the APC (min 1 APC).&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piercing Strike'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Your attacks ignore Resist Psychic.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Scream'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Gain a special attack.&lt;br /&gt;
&lt;br /&gt;
* '''''Psychic Scream (3/Rest):''''' (3 AP) ''5 ft Radius Magical Attack.'' +INT vs LOG '''Hit:''' 1d4+INT psychic damage and the creature cannot take reactive actions until after their next turn.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Armor'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Gain the Psionic Armor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Psionic Armor (INT/Rest).''' When a creature targets your ANT or WILL, you may have them target your LOG instead.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Psyblade'''&lt;br /&gt;
|Psyblade 14&lt;br /&gt;
|Your hardened capacity to manipulate the world around you with a mere thought is something of an urban legend among cons and crooks. Even some circles of spellcasters whisper your name with wonder.&lt;br /&gt;
&lt;br /&gt;
If you have zero uses of Soul Rend or Psychic Scream and a creature attacks but misses your LOG, you regain one use of Soul Rend or Psychic Scream. If you have zero uses of both, you can choose which.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' You now also regain one use of Soul Rend or Psychic Scream if you are using Psionic Armor.&lt;br /&gt;
|''Rogue, Psyblade, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Subtlety Track ===&lt;br /&gt;
[[File:SubtletyTrack.png|center|frameless|850x850px|Subtlety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vanish'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You may roll 2d20 and take the higher result when attempting to Hide.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|If you are Concealed or Unseen, you do not lose the condition from moving in dim light unless you end your movement in Line of Sight.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scale the Balcony'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain +3 Athletics when climbing, which increases to a +6 while you have a Climber Kit. Additionally, once per turn when you spend AP to move in combat, you gain a climb speed equal to your walking speed.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Keep Quiet'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|Being struck by a melee attack no longer causes you to lose the Unseen condition. While you are Unseen, ranged attackers do not know if they hit you with a ranged attack or spell.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sidestep'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|If you are Unseen and a creature who is not allied with you would walk through your space, you may move 5 ft to get out of their way. If you have the Scale the Balcony talent, this movement may include climbing.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blink of an Eye'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|On any turn where you take the Move action twice, your attempts to take the Hide action while in Total Cover automatically succeed.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''BlackJack'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|Gain the Blackjack ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blackjack.''' Spend 5 AP to deal 20 nonlethal blunt damage to a creature who is Completely Surprised. If a single instance of this ability renders the creature Unconscious, you do not need to roll to retain the Complete Surprise condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprint'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|When you gain the Unseen condition, you may immediately move up to your speed for 0 AP.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|Roll +1 Sneak Attack die if you use Sneak Attack while you are Unseen.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''In the Dark'''&lt;br /&gt;
|Subtlety 5&lt;br /&gt;
|When you are in Darkness, you are Unseen to creatures who are relying on Darkvision to see you.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop II'''&lt;br /&gt;
|In the Dark, Shadow Hop&lt;br /&gt;
|The first attack you make on your turn does not cause you to lose the Unseen condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Born in Darkness'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You gain the Born of Darkness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Born of Darkness.''' Spending 4 AP to suppress all conditions of your choice for 1 minute and move up to your speed. If you end this movement in Cover or being Concealed, gain the Unseen condition. If you end one of your next six turns without the Unseen condition, all of your suppressed conditions return.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Mastery'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|When you are in dim light you do not lose the Unseen condition by entering Line of Sight for creatures who do not have Darkvision or Low-Light Vision.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fellow Inhabitant'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|If you spend 30 seconds in combat observing a creature, you learn if they have Darkvision and if they have any other remarkable source of non-magical perception.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Trick'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|If a creature you can see attempts to target a square they think you are in, and you are within 5 ft of that square, you may spend 1 Reactive AP to make them believe they hit you, and then take a 5 ft step.&lt;br /&gt;
&lt;br /&gt;
This trick lasts until the beginning of your next turn. Each time they target that space they must beat your LOG with their INT to know you are not in that space.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault II'''&lt;br /&gt;
|In the Dark, Shadow Assault&lt;br /&gt;
|''Repeatable.'' Roll +1 Sneak Attack die if you use Sneak Attack while you are Unseen.&lt;br /&gt;
You may take this talent up to five times.&lt;br /&gt;
|''Rogue, Subtlety, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vanish II'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|Gain the Vanish ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vanish (INT/Rest).''' Automatically succeed your Hide roll while you are in Darkness or Total Cover.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadowstep'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You can now pass through 5 ft of bright light without losing the Unseen condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quiet One'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You gain +10 to Eavesdropping while you are Unseen. This can exceed the normal cap of 20 for a skill, but cannot exceed 25.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Shadow'''&lt;br /&gt;
|In the Dark, Subtlety 14&lt;br /&gt;
|Your true identity is a mystery, and only the most powerful and knowledgeable of Ancerra know of your existence at all. You are a creature of shadow, coming and going as you please.&lt;br /&gt;
&lt;br /&gt;
You are now considered Unseen by creatures without Darkvision, and Concealed by creatures with Darkvision, whenever you are not in bright light, unless you chose to be seen.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' You have learned how to simulate your own shadows by placing yourself where bright light will assail the eyes of any who look for you. When you are in bright light, you are considered Concealed, unless you choose to be seen.&lt;br /&gt;
|''Rogue, Subtlety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stealth Archer Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You can spend +1 AP to give yourself +1 TA on a ranged attack against a target that is Flanked.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|If your target is at least 45 ft away, firing a silent ranged weapon does not cause you to lose the Unseen condition. This does not work with ranged weapons that produce concussive noise.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Shot Range'''&lt;br /&gt;
|Shadow Shot&lt;br /&gt;
|Shadow Shot now works at a range of 35 ft or greater.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot'''&lt;br /&gt;
| Rogue Entry&lt;br /&gt;
|Your ranged weapon attacks can now apply Sneak Attack damage if your target is within 30 ft of you and you have TA and no TD.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot Range'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|''Repeatable.'' Add +10 ft to Silent Shot.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Silent Shot'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|''Repeatable.'' Roll +1 Sneak Attack die when using Sneak Attack with a ranged weapon attack.&lt;br /&gt;
You can take this talent up to five times.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:DarkJester.png|thumb|299x299px]]&lt;br /&gt;
&lt;br /&gt;
=== Dark Jester Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
At the dawn of creation, the start of all things, an entity called the Toymaker— so the story goes— began telling a joke. What followed has been every twist &amp;amp; turn of that joke’s long, long setup. The birth and death of gods, the rise and fall of empires, every love and heartbreak, every speck of dust in the cosmos... all just the little details necessary to make sure that the ending— the punchline— is a real killer. Death has been listening to this joke since the beginning. Some actually think the Toymaker is telling the joke to Death, that the whole affair is ultimately for an audience of one.&lt;br /&gt;
&lt;br /&gt;
This is the Catechism of the Clown, a secret teaching amongst a group of scattered mummers and merrymakers some call the Dark Jesters. They are laughing shadows who’ve been clued into the Toymaker’s joke, originally by Death themself (if the Jesters can actually be believed, that is). They listen along, and enthusiastically add flourishes of their own: a justly deserved end here, a cruel irony there, a dagger in the back, a rictus smile. They laugh and laugh, knives as sharp as their grins, always just the faintest bit confused why no one else seems to be laughing along with them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Catechism of the Clown'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the acrobatics, performance, or subterfuge tag.&lt;br /&gt;
You gain a jester’s motley and a special dagger called the Pugnale del Pagliacci, the Clowns’ Dagger. This weapon can look however you wish, but usually has the image of an open-mouthed skull etched or engraved somewhere on it. The Pugnale has the concealed tag. The Pugnale is designed to blend in especially well with the folds and padding of your jester’s outfit. It cannot be spotted when concealed on your person while wearing your jester’s motley, only via a thorough pat-down of your person.&lt;br /&gt;
&lt;br /&gt;
For all Dark Jester talents, if a talent references a magic attack, use CHA if you do not have a magic attribute.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Killer Punchline'''&lt;br /&gt;
|Catechism of the Clown&lt;br /&gt;
|Once per turn when you damage a Bloodied creature, you inflict additional damage equal to your CHA.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frightful Facade'''&lt;br /&gt;
|Killer Punchline&lt;br /&gt;
|Gain the Face of Fear ability.&lt;br /&gt;
&lt;br /&gt;
* '''Face of Fear (2/Rest).''' When you inflict damage on a Bloodied creature or cause a creature to become Bloodied, you may immediately make a CHA attack against their ANT. On a hit, the creature is Broken until the end of your next turn.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Killer Punchline II'''&lt;br /&gt;
|Frightful Facade&lt;br /&gt;
|Gain the Dark Jokes ability.&lt;br /&gt;
&lt;br /&gt;
* '''Dark Jokes (2/Recoup).''' When you inflict bonus damage using your Killer Punchline talent, you can increase the damage by +1d6.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Venomous Humor'''&lt;br /&gt;
|Catechism of the Clown&lt;br /&gt;
|Your connection to the Cosmic Joke and obsession with Death has allowed you to manifest an otherworldly toxin upon your blades.&lt;br /&gt;
Gain the Deadly Prank ability.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Prank (2/Rest).''' When you attack a creature with an attack that would inflict Sneak Attack damage, you can choose to change all damage inflicted by that attack to toxic.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Venomous Humor II'''&lt;br /&gt;
|Venomous Humor&lt;br /&gt;
|When you use Deadly Prank to inflict toxic damage against a creature without Resist Toxic or Immune Toxic, you may treat them as if they have Vulnerable Toxic 1 for that attack. If the target has Resist Toxic, you can reduce the Resist rating by -1 (min of Resist Toxic 1) for that attack.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Laughing Shadow'''&lt;br /&gt;
|Catechism of the Clown&lt;br /&gt;
|Gain the Horrid Duplication ability.&lt;br /&gt;
&lt;br /&gt;
* '''Horrid Duplication (2/Rest).''' For 3 AP you may create a perfect illusory duplicate of yourself woven from the threads of your own shadow in an unoccupied space within 30 ft. While this duplicate is manifested, neither you nor it cast a shadow. This illusion lasts for 1 minute, but can be dismissed early on your turn for free. For 1 AP on your turn, you may move the duplicate up to 30 ft, though it must always stay within 90 ft of you. You may only have one Horrid Duplication active at a time. Using this ability again while you already have an illusory duplicate active will destroy the original duplicate and replace it with the newly created one. If both you and your duplicate are adjacent to a creature, you gain +1 TA to attacks against that creature. If your duplicate is attacked, it uses your defenses; being an illusion it is immune to all conditions, but if it suffers damage it is destroyed. It has Resist 1 against area of effect attacks and spells, and does not take damage from attacks that miss it, even if they would normally deal reduced damage on a miss.&lt;br /&gt;
&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jester's Privilege'''&lt;br /&gt;
|Laughing Shadow&lt;br /&gt;
|While you have an illusory duplicate active from the Horrid Duplication ability, you are Protected.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Laughing Shadow II'''&lt;br /&gt;
|Jester's Privilege&lt;br /&gt;
|Gain the Cacophony of Laughter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Cacophony of Laughter (1/Recoup).''' A nightmarish chuckle echoes out of you, causing minds to fracture and spirits to crumble. For 2 AP, make a magic attack against the ANT of any creature within 15 ft of you. If you have an illusory duplicate from Horrid Duplication active and within 30 ft of you, you can spend +2 AP on this attack to target an additional creature within 15 ft of your duplicate. On a hit, the creature is Demoralized until the start of their next turn.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror Toys'''&lt;br /&gt;
|''Killer Punchline II, Venomous Humor II, and Laughing Shadow II''&lt;br /&gt;
|Gain the Special Delivery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Special Delivery.''' You may spend 1 Reactive AP whenever your illusory double from Horrid Duplication is destroyed or dismissed. If you do so, a magically conjured trap that takes the shape of a gift-wrapped box is left in its place. If a hostile creature starts its turn or moves within 5 ft of the trap, the trap is triggered, causing a diminutive puppet version of yourself to pop out of the box and emit a soul- piercing shriek before disappearing in a puff of smoke. Make a magic attack against the triggering enemy’s ANT. On a hit, deal 2d6 psychic damage and the enemy is Frightened of you for up to 1 minute, or until you attack them.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Noxious Mind'''&lt;br /&gt;
|Terror Toys&lt;br /&gt;
|Your WILL increases by +1.&lt;br /&gt;
Gain the Mindfreak ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mindfreak.''' You may spend 1 Reactive AP whenever you’re hit by an attack that targets one of your mental defenses. Make a magic attack against the ANT of the creature that attacked you. On a hit, deal 1d6 psychic damage and the creature is Shaken until the end of its next turn.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frightful Facade II'''&lt;br /&gt;
|Killer Punchline II&lt;br /&gt;
|As long as they are within melee reach, you have +1 TA against Bloodied creatures and creatures that are Frightened of you.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Killer Punchline III'''&lt;br /&gt;
|Frightful Facade II&lt;br /&gt;
|When you inflict Sneak Attack damage against a creature that is suffering from the Frightened condition inflicted by you, add +1 Sneak Attack die.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Murderclown'''&lt;br /&gt;
|Killer Punchline III or Noxious Mind&lt;br /&gt;
|Your melee attacks have +1 TA and gain +1 Sneak Attack die against creatures that have their max HP.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jester's Privilege II'''&lt;br /&gt;
|Laughing Shadow II&lt;br /&gt;
|Gain the Poof! Ability.&lt;br /&gt;
&lt;br /&gt;
* '''Poof! (1/Recoup)''' You may spend 1 Reactive AP when you’re hit by an attack while you have an illusory duplicate from the Horrid Duplication ability active and within 30 ft of you. The attack misses you, and you and your duplicate teleport to each other’s spaces, swapping places. Your duplicate is automatically destroyed by this action.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Laughing Shadow III'''&lt;br /&gt;
|Jester's Privilege II&lt;br /&gt;
|The cost of Horrid Duplication becomes 2 AP and becomes 3/Rest.&lt;br /&gt;
When you use Poof!, you create a cloud of magical smoke at your teleportation destination that causes you to become Concealed until the start of your next turn. This cloud only occupies your space, and doesn’t affect any other creatures.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lethal Laughter'''&lt;br /&gt;
|Laughing Shadow III or Noxious Mind&lt;br /&gt;
|Gain +1 use of Cacophony of Laughter per Recoup. Creatures Demoralized by your Cacophony of Laughter remain Demoralized for 1 minute.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Toxic Talent'''&lt;br /&gt;
|Noxious Mind&lt;br /&gt;
|Once per turn when you inflict toxic damage, increase that damage by an amount equal to your CHA. Creatures that have suffered toxic damage from you have their AR and physical defenses reduced by 1 until the start of your next turn.&lt;br /&gt;
|''Rogue, Dark Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serrated Smiles'''&lt;br /&gt;
|Toxic Talent, Dark Jester 14&lt;br /&gt;
|You are a dark and legendary nightmare.&lt;br /&gt;
The ragged, bloody trail you’ve walked and carved.&lt;br /&gt;
&lt;br /&gt;
Behind your smile, darkness lurks &amp;amp; hides there.&lt;br /&gt;
&lt;br /&gt;
And Death, you’ve made sure, is not to be starved.&lt;br /&gt;
&lt;br /&gt;
Gain the Now You See Me and The Killings Will Continue abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Now You See Me (1/Rest).''' When you roll Initiative, you can choose to teleport up to 30 ft and become Unseen. You lose this condition when you make any attack or at the end of your first turn.&lt;br /&gt;
&lt;br /&gt;
* '''The Killings Will Continue (1/Rest).''' When you kill a creature with a ML equal to or greater than 1⁄2 of your level, you may regain +1 use of any Dark Jester ability that has its uses tracked in Rests (except this one), and immediately gain 2 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Whenever you gain TA from a Dark Jester talent, you gain +2 TA instead of +1. If you have at least double the TA bonus of your TD penalty, you may inflict Sneak Attack even if you have TD. Your total bonus is still calculated with the TD modifier, but you are able to use Sneak Attack despite the presence of the TD.&lt;br /&gt;
|''Rogue, Dark Jester, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
[[File:Sleuth2.png|thumb|453x453px]]&lt;br /&gt;
&lt;br /&gt;
=== Sleuth Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Nothing escapes your keen intuition. By implementing superior deductive and inductive reasoning, you can outmaneuver and track down any foe, no matter how sly.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Building the Case'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|By collecting evidence, you can build a case file to learn more about humanoid or monstrous suspects.&lt;br /&gt;
The following list of skills are considered your “Evidence Skills.”&lt;br /&gt;
&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Persuading&lt;br /&gt;
* '''Knowledge:''' Biology, Chemistry, Medicine*&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Stamina:''' Menacing&lt;br /&gt;
* '''Survival:''' Foraging, Nature, Tracking&lt;br /&gt;
&lt;br /&gt;
Gain +2 Investigating and +2 in one other Evidence Skill.&lt;br /&gt;
&lt;br /&gt;
Whenever you make an attribute check and use an Evidence Skill, if you succeed on the check, you gain +1 Evidence. If you gained this Evidence in a settled area, it is considered “Humanoid Evidence.” If you gathered this Evidence in the wilderness, it is considered “Monstrous Evidence.”&lt;br /&gt;
&lt;br /&gt;
The max Evidence you can have at one time is 2xINT (min 2) + your number of Rogue talents.&lt;br /&gt;
&lt;br /&gt;
On your turn in combat, you may spend 1 AP to declare a creature within 60 ft of you the Culprit. When you declare a creature the Culprit, and once on each of your subsequent turns for 1 AP, you may spend Evidence to gain a bonus against the Culprit, choosing from the following options. You must spend Humanoid evidence if it is a humanoid, and Monstrous Evidence if it is a non-humanoid.&lt;br /&gt;
&lt;br /&gt;
* '''''Anticipate (1 Evidence):''''' Gain +1 mental defenses against the Culprit for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* '''''Outmaneuver (1 Evidence):''''' Gain +1 TA against the Culprit until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Analyze (2 Evidence):''''' Learn the creature's Traits, if any.&lt;br /&gt;
&lt;br /&gt;
You may only have one Culprit at a time, and may only declare a Culprit 1/Recoup. Once you declare a Culprit, you lose any mechanical bonuses against previous Culprits, though you retain any information you learned about their mechanics and abilities.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Insider's Knowledge'''&lt;br /&gt;
|Building the Case&lt;br /&gt;
|Choose any two skills with the crafting or knowledge tag. Gain +2 in each of these skills. These skills become Evidence Skills for you if they were not already.&lt;br /&gt;
|''Rogue, Sleuth, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Mind'''&lt;br /&gt;
|Building the Case&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills that are classified as an Evidence Skill.&lt;br /&gt;
|''Rogue, Sleuth, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Suspect Profile'''&lt;br /&gt;
|Building the Case&lt;br /&gt;
|When a Culprit survives a social or combat encounter with you, you may record their name as a Suspect. You have no limit on the number of Suspects you can have.&lt;br /&gt;
When you engage in combat against a Suspect, you gain 4 free Evidence against that Suspect, but can still only use this Evidence if it is the active Culprit. You lose any excess Evidence that you got from this talent at the end of combat.&lt;br /&gt;
&lt;br /&gt;
For the purposes of your Suspect Profile, a social encounter is a meaningful interaction at least five minutes in length. At their discretion, your MC may adjust this definition based on the situation, perhaps changing the requisite duration.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heinous Accusation'''&lt;br /&gt;
|Suspect Profile&lt;br /&gt;
|Gain the Heinous Accusation attack.&lt;br /&gt;
&lt;br /&gt;
* '''''Heinous Accusation (1/Rest):''''' (2 AP and 4 Humanoid Evidence) You may make a devastating criticism of a humanoid that you can see. Make an INT attack against a humanoid within 60 ft of you, targeting their WILL. On a hit, deal 1d12 psychic damage, the target cannot Charm or Enthrall any creature for 1 minute, and the target loses 2 Goodwill of your choice.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elementary, My Dear'''&lt;br /&gt;
|Heinous Accusation&lt;br /&gt;
|You can spend Evidence to gain additional benefits in regards to your Culprits or Suspects. You may spend 5 Evidence to cast [[Compel Truth]], [[Detect Thoughts]], or [[Detect Truth]], targeting one Culprit or Suspect. This is considered nonmagical, so magic cast in this way ignores antimagic fields, nondetection wards, and the like.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Follow the Trail'''&lt;br /&gt;
|Elementary, My Dear&lt;br /&gt;
|When making a skill check using an Evidence Skill with the knowledge, observation, or survival tag, you may extrapolate conclusions. If you fail the check, you may spend 1-5 Evidence to gain +2 to your roll per Evidence spent.&lt;br /&gt;
The Evidence must be Humanoid if you are in a settled area, or Monstrous if you are in wilderness.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Esprit de Corp'''&lt;br /&gt;
|Follow the Trail&lt;br /&gt;
|You know a sort of shorthand that you can use in conversation with law enforcement and private security personnel, including guards, bouncers, and the like. By spending twice as long having a conversation as you otherwise would, you can communicate a coded message such as learning which areas of town are most likely to have suspicious characters.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brain Fuel'''&lt;br /&gt;
|Esprit de Corp or Informant Network&lt;br /&gt;
|While under the influence of alcohol or psychoactive drugs, suffer a -2 to all AWR and CHA based d20 rolls. Your ANT and WILL suffer a -1 penalty during this time. Gain +2 to all END and INT based d20 rolls and to your FORT and LOG. Additionally, you gain +1 Luck Point that expires once you are sober.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Informant Network'''&lt;br /&gt;
|Follow the Trail&lt;br /&gt;
|When you are in a settled area, you may spend 10 sc to establish an informant. You may have a number of informants equal to your INT+CHA (min 1).&lt;br /&gt;
&lt;br /&gt;
* '''(1/Week).''' While in this settled area, you may meet with your informant and pay 2 sc to learn some of the latest gossip in regards to the most powerful individuals in the area, gaining +2 Humanoid Evidence.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Undercover'''&lt;br /&gt;
|Informant Network or Esprit de Corp&lt;br /&gt;
|Gain +4 Disguising*.&lt;br /&gt;
When you are disguised and you gain Humanoid Evidence, make a Disguising check. If it was higher than the AWR/Perceiving check of any potentially hostile humanoid that you interacted with, gain +2 Evidence.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwhelming Evidence'''&lt;br /&gt;
|Sleuth 6&lt;br /&gt;
|You gain the following additional ways to spend Evidence against Culprits.&lt;br /&gt;
&lt;br /&gt;
* '''''Duck and Roll (1 Evidence):''''' The creature cannot attack you reactively until the end of your current turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Crack (2 Evidence):''''' If you hit on this turn and can deal Sneak Attack damage, add +2 Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
* '''''Perfect Strike (2 Evidence):''''' Target a creature’s unmodified AR, ignoring Evasive and similar modifications to their AR.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwhelming Evidence II'''&lt;br /&gt;
|Overwhelming Evidence&lt;br /&gt;
|Your Anticipate, Outmaneuver, and Analyze abilities become stronger.&lt;br /&gt;
&lt;br /&gt;
* '''''Anticipate (1 Evidence):''''' Gain +1 to AR, physical, and mental defenses against the Culprit for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* '''''Outmaneuver (1 Evidence):''''' Gain +2 TA against the creature until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Analyze (2 Evidence):''''' Learn the creature’s Traits, if any. Also learn which damage and conditions the creature has Resist or Immune against.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Concealed Carry'''&lt;br /&gt;
|Overwhelming Evidence II&lt;br /&gt;
|Ranged weapons with the light tag also have the concealed tag for you.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Draw'''&lt;br /&gt;
|Concealed Carry&lt;br /&gt;
|The first time you use a ranged weapon with the concealed tag in Initiative, it only costs 1 AP and you have +1 TA on the attack roll. If you make this attack against a Surprised creature, you may spend 4 Evidence to turn a hit into a crit. The target need not be a Culprit in order for you to spend Evidence in this way.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trick Shot'''&lt;br /&gt;
|Quick Draw&lt;br /&gt;
|When making a ranged attack with ammunition, if the target of your attack has Cover, you may attempt to ricochet the ammunition. If there is a wall, ceiling, or another object that is not currently offering the creature cover, but is large enough to do so, and that structure is within 5 ft of your target creature, you may ignore their Cover. Doing so costs you 2 Evidence, but the target need not be a Culprit in order for you to spend Evidence in this way.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Caseload'''&lt;br /&gt;
|Sleuth 12&lt;br /&gt;
|You may have a number of active Culprits equal to 1⁄2 your INT.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Study'''&lt;br /&gt;
|Enhanced Caseload&lt;br /&gt;
|Gain the following additional ways to spend Evidence against Culprits.&lt;br /&gt;
&lt;br /&gt;
* '''''Quick Study (2 Evidence):''''' Learn if a creature is your superior, inferior, or equal in each of its physical and mental attributes.&lt;br /&gt;
&lt;br /&gt;
* '''''Spot Weakness (3 Evidence)''':'' Learn if a creature has any Vulnerabilities, DR, or DT.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Analytical Combatant'''&lt;br /&gt;
|Quick Study&lt;br /&gt;
|When you crit or crit fail, or when a creature crits or crit fails against you, you gain +1 Evidence. The Evidence is Humanoid or Monstrous based on whether the creature is humanoid or not.&lt;br /&gt;
|''Rogue, Sleuth''&lt;br /&gt;
|-&lt;br /&gt;
|'''Labyrinthian Mind'''&lt;br /&gt;
|Analytical Combatant&lt;br /&gt;
|Gain the following additional ways to spend Evidence against Culprits.&lt;br /&gt;
&lt;br /&gt;
* '''''Outwit (2 Evidence):''''' You may end the Charmed or Enthralled condition on yourself if a Culprit is the source of the condition.&lt;br /&gt;
&lt;br /&gt;
* '''''Befuddle (6 Evidence):''''' You may use the Outwit ability (without paying its additional Evidence cost). Furthermore, make an INT attack against the WILL of the creature that imposed the condition on you, provided that you are within 60 ft of it. On a hit, the creature is Staggered until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Discombobulate (10 Evidence):''''' This ability costs 3 AP, instead of the typical 1 AP. Make an INT attack against the LOG of a Culprit within 60 ft of you. On a hit, the creature is Staggered for 1 minute. If you miss, it is Staggered until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' You have no Evidence, Culprit, or Suspect limit.&lt;br /&gt;
|''Rogue, Sleuth, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Baalthezar&amp;diff=14130</id>
		<title>Baalthezar</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Baalthezar&amp;diff=14130"/>
		<updated>2026-02-14T02:57:08Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fiends of Sanguineth&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sanguineth houses a brutal, sweltering jungle known as Ogshora, which both grows and decays at an unnerving pace. None can take the same path between strongholds multiple times, as the jungle changes too rapidly for roads to be established. Within Ogshora, rivers of blood flow between fleshy tumorous growths vaguely reminiscent of mangroves. The fiends of this domain relish in emotion, be it rage, envy, or lust, and do little to curb their voracious desires besides indulge in horrific excess as they hunt through the claustrophobic foliage, which can be just as deadly as the fiends themselves.&lt;br /&gt;
&lt;br /&gt;
=== Baalthezar ===&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Appearing like a [[satyr]] after some horrible experiment, a Baalthezar has the torso of a [[human]] with three arms, the head of a goat with three horns and three eyes, and three goat legs. Immensely cunning, this fiend delights in communing with and corrupting [[witch]] covens, making deals with mortals, and entering pacts that will force others to further the Baalthezar’s own agenda.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Baalthezar ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 30''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Fiend Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
!5&lt;br /&gt;
!4&lt;br /&gt;
!4&lt;br /&gt;
!8&lt;br /&gt;
!7&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 15&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 18&lt;br /&gt;
!Will: 17&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' [[Occult]] 6 '''Immune'''  Nonmagical [[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable'''  [[Divine]] 4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 380&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 120 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Unerring Mind, Regen 4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Applied Force +8; (CHA) Deceiving +7, Persuading +7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Shapeshifter (3/Day)'''. The Baalzethar may spend 30 seconds shapeshifting to take the form of a black [[Goat]] or an [[Swarm of Ravens]] three times per day. While in this form it uses the corresponding stats but has +6 to Deceiving. It remains in this form for up to 4 hours or until it decides to end the shapeshift, reverting to its original form instantaneously. &lt;br /&gt;
'''Dealmaker.''' The Baalzethar may bind any willing mortal to a contract signed in blood. If broken, the violator must make a DC17 CHA check, taking 65 (10d12) psychic on a failed check and ½ as much on a successful one. &lt;br /&gt;
&lt;br /&gt;
'''Share Power.''' The Baalzethar may bestow a willing mortal with a fraction of its power. Doing so gives the mortal the [[Witch|Witch Entry Talent]], but the mortal must choose [[Magic Talents|Initiate of the Occult]] from this talent. Sharing power in this way lowers the Baalzethar’s maximum HP by 10 but increases its AR by one. The Baalzethar may only Share Power with up to 5 mortals at a time. &lt;br /&gt;
&lt;br /&gt;
'''Occult Ritualist.''' Using INT, the Baalthezar can cast the following occult rituals. [[Bedeviling Countenance]], [[Blood Bond]], [[Child of Darkness]], [[Devil’s Sight]], [[Entice]], [[Shadow Armor]].&lt;br /&gt;
&lt;br /&gt;
'''Occult Fiend.''' Using INT, the Baalthezar can cast the following [[Occult Spells|occult spells]]. &lt;br /&gt;
&lt;br /&gt;
(At Will) [[Cloven Step]], [[Darkness]], [[Minor Augmentation]], [[Warp Step]]&lt;br /&gt;
&lt;br /&gt;
(3/Day) [[Babble]], [[Shadow Travel]] &lt;br /&gt;
&lt;br /&gt;
(1/Day) [[Dark Smile]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Baalzethar can take FIVE of the following actions, or take the same action five times.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Baalzethar can move up to its speed. &lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +8 vs AR. '''Hit''': 11 (1d6+8) sharp. &lt;br /&gt;
&lt;br /&gt;
'''Spell.''' The Baalthezar can cast one of its at will spells.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Baalzethar can take ONE of the following actions…'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Baalzethar can move up to its speed. &lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +8 vs AR. '''Hit''': 11 (1d6+8) sharp. &lt;br /&gt;
&lt;br /&gt;
'''Spell.''' The Baalthezar can cast one of its expendable spells.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Bleat of Madness (Recharge 5).''' ''60 ft Radius Natural Weapon.'' +7 vs WILL of all hostile creatures within the range. '''Hit:''' 16 (1d8+8) psychic and the target must use its next turn to attack the closest creature. &lt;br /&gt;
'''Spell.''' The Baalthezar can cast one of its expendable spells. &lt;br /&gt;
&lt;br /&gt;
'''Kick'''. ''Reach 10 ft Natural Weapon.'' +8 vs AR. '''Hit''': 13 (1d10+8) blunt and the target is knocked Prone if it is Huge or smaller.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Baalzethar can MOVE and take TWO of the following actions, or take the same action twice'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Bleat of Madness (Recharge 5).''' ''60 ft Radius Natural Weapon.'' +7 vs WILL of all hostile creatures within the range. '''Hit:''' 16 (1d8+8) psychic and the target must use its next turn to attack the closest creature. &lt;br /&gt;
'''Spell.''' The Baalthezar can cast one of its expendable spells. &lt;br /&gt;
&lt;br /&gt;
'''Coven Lord (1/Rest).''' The Baalzethar may summon 1d4+1 ML 5 Witches. These Witches consider the Baalzethar an ally and take their turn immediately after the Baalthezar in [[Initiative]]. &lt;br /&gt;
&lt;br /&gt;
'''Kick.''' ''Reach 10 ft Natural Weapon.'' +8 vs AR. '''Hit''': 13 (1d10+8) blunt and the target is knocked Prone if it is Huge or smaller.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=14129</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=14129"/>
		<updated>2026-02-14T02:56:46Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ &lt;br /&gt;
[[File:Cleric(copy).png|thumb|Marcus Luxxor, disciple of Tovare]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Each soul is a unique thread in a divine tapestry. It is my sacred duty to nourish these threads, as they are gifts given by the gods themselves. I tend especially to those threads that are frayed and in need of repairs.&amp;quot; - [[Marcus Luxxor]], disciple of Tovare&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Having been raised in the orbit of a great religious order, piety is in your blood. As a child you strove to give alms and help the needy whenever you could manage. You sought out the wise counsel of the priests and clergy in your town, and you took their teachings to heart, meditating on the precepts of your deities both day and night. Now, as a righteous pillar of your religious community, you continue to follow the path you began as a child: in all that you do, you seek to venerate your gods and enact their will on the world around you.&lt;br /&gt;
&lt;br /&gt;
You might pursue many clerical studies or focus your mind and soul upon mastering a single discipline, becoming an expert healer, righteous combatant, dedicated scholar, or a blend thereof. Regardless, you always have your divine icon at your side, a holy depiction of your god or your tenets. Your divine icon serves both as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Divine Icon Track|Divine Icons.]]''' You have at least one divine icon, which holds within it vestiges of holy power from the god or gods that you worship.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Exorcist Track|Exorcist.]]''' Stronger of will than your average clergyperson or preacher, you might make it your life’s mission to stare down the darkest demons of humanity and draw them out of unfortunate souls. &lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Piety Track|Piety.]]''' You work small miracles, healing injury and disease with a mere touch, or invigorating a season’s crops to bounty.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Theologian Track|Theologian.]]''' You passionately study scripture and ancient texts, and how to illuminate manuscripts or scribe ornate icons with which you can spread the miraculous wonder of your faith.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Mythological Domain Track|Mythological Domain.]]''' ''Harker's Guide to Vampire Hunting.'' You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Cleric Entry Talent ===&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the Cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
'''Devotee.''' Gain the Disciple of the Divine talent if you did not already have it. If you already have it, gain +1 Divine Power and +5 SP instead. CHA is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Divine Ward.''' Gain the Divine Ward ability. &lt;br /&gt;
&lt;br /&gt;
* '''Divine Ward.''' Spend 1 Reactive AP when an ally within 30 ft of you is attacked to increase that ally’s AR by +2 until the start of that ally’s next turn.&lt;br /&gt;
&lt;br /&gt;
'''Divine Icon.''' You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power.''' Each time you level up and spend your talent point on a Cleric talent, you gain +5 SP and +1 Divine Power.&lt;br /&gt;
|''Class Entry, Cleric''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Gaining a deity’s Divine Icon is considered an enforceable contract with that deity. You are expected to uphold that deity’s ideals and conduct yourself in a fashion that the deity would find commendable. At your MC’s discretion, failure to obey your deity’s tenets might cause your deity to revoke access to their Icons.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
=== Exorcist Track ===&lt;br /&gt;
[[File:PietyExorcistTrack.png|center|frameless|417x417px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Planar''' '''(2/Rest).''' You sense the presence of creatures with the avadri, celestial, eldritch, fae, or fiends tag within 1 mile of you. You sense their exact numbers and distance from you. You cannot sense their exact identities. You can maintain this sense for up to 10 minutes if you do nothing else other than non-strenuous walking, talking, or light activity.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward now boosts your ally’s AR and physical defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Divine Ward now increases your ally’s AR and physical defenses by +3 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Planar recharges upon Recouping. &lt;br /&gt;
Gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Identify Planar (2/Rest).''' When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain the Abjure Unholy divine spell. You can innately cast this unique spell 2/Rest.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: ''Divine, Spell, Warding'' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
Choose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block Line of Sight but does block Line of Effect. The cylinder is solid to the touch, preventing passage into or out of the circle. Spells, effects, and abilities that include a physical source of damage (such as arrows, fire, or acid) cannot penetrate this barrier.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape as part of their move by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature tag: avadri, celestial, eldritch, fae, or fiend. Creatures with that tag that are stuck in your circle can only attempt to escape if you have taken damage since your last turn, and must roll 2d20 and take the lower when trying to escape.&lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early for 0 AP.&lt;br /&gt;
|}&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Divine Ward now increases your ally’s AR and physical defenses by +4 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward now applies to all defenses (AR, physical, and mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] divine ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Exorcist (1/Rest).''' When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward III'''&lt;br /&gt;
|Expert Exorcist, Distant Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield III'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Divine Ward now increases your ally’s defenses by +5 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it) and becomes 1⁄2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar III'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles. When you deal radiant damage to a creature with the avadri, celestial, eldritch, fae, or fiend tags, add your CHA to the damage.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|Malicious planar entities fear your name, and towns bereaved by such entities know to seek you out when they need a skilled exorcist.&lt;br /&gt;
When you use the Exorcism ritual, you never have to roll on the side effect table unless you upcharge. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times.&lt;br /&gt;
&lt;br /&gt;
When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
* '''Unholy Scourge''' '''(1/Rest).''' All creatures in your Abjure Unholy circle take 4d10 radiant damage at the start of each of their turns.&lt;br /&gt;
* '''''Level 30:''''' You can choose any creature tag for Abjure Unholy.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Piety Track ===&lt;br /&gt;
[[File:PietyExorcistTrack.png|center|frameless|417x417px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Healing Hands ability.&lt;br /&gt;
&lt;br /&gt;
* '''Healing Hands (CHA/Rest).''' Spend 2 AP to touch a creature and restore 3 HP to that creature.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist'''&lt;br /&gt;
|Healing Hands, Holy Support&lt;br /&gt;
|Gain +2 Nature. &lt;br /&gt;
By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
* '''Monastic Horticulture (1/Month).''' Select a field of crops up to 2.5 acres. These crops become immune to nonmagical blights, poisons, diseases, and insects. They still grow and produce food at their normal rate, but the food they produce is high-quality and delicious.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Touch'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|Gain the Holy Touch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Touch (1/Rest).''' While Recouping, you can use Healing Hands one time without expending a use.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Holy Touch&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Gain the Piety ability.&lt;br /&gt;
* '''Piety''' '''(1/Week).''' You may touch a creature suffering from a common poison and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Hands'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Healing Hands ability now restores 5 HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Divine Hands&lt;br /&gt;
|When you cast a divine spell that restores HP to a single target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety also cures common diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain +2 Nature and the Horticultural Blessing ability.&lt;br /&gt;
* '''Horticultural Blessing''' '''(1/Week).'''  When you spend at least 1 week in a settlement, and you have used Monastic Horticulture on a field that will produce crops, you can bless the crops. The crops will produce an extra 2d10 rations’ worth of food each day for the next week. Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|Piety also cures uncommon poisons and diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|You are heralded as a miraculous healer the world over. Any religious institution (besides extremists and cults) will happily house you. Clergy, kings, nobles, politicians, and generals seek your presence as they know you can work divine healing on behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles.&lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
* '''Miracle Worker''' '''(1/Rest).''' You may touch a creature suffering from any poison or disease and instantaneously cure them, if the poison or disease was magical you become Sickened for 24 hours. Furthermore, whenever you arrive in a new town you gain 1d12 disciples that follow you around while in town and do basic favors and errands for you. Each time you leave a town, you may choose to take one of these disciples on as an apostle. They will follow you around indefinitely and have the stats of any NPC of ML 3 or lower. You may have a number of apostles up to your Cleric level. &lt;br /&gt;
* '''''Level 30:''''' Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|If the recipient of your healing from Healing Hands is Bloodied, they gain +3 HP. Also, you may now use Healing Hands as a reactive action.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Healing Hands becomes 1 AP to use. Also, if the recipient of your healing from Healing Hands is Bloodied, they now gain +4 HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If a target has 0 HP, your Healing Hands restores double the HP.&lt;br /&gt;
If you roll Initiative and have no uses of Healing Hands, regain one use of Healing Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savior'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|You are known as a powerful healer and righteous fighter. Generals and military commanders seek to conduct themselves in an exemplary and honorable manner in an effort to recruit you to their cause.&lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
* '''Ambient Divinity (CHA/Rest).'''  When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you spent on that spell.&lt;br /&gt;
* '''Divine Salvation''' '''(1/Rest).''' When a creature within 60 ft of you is reduced to 0 HP, you may spend 1 Reactive AP to heal them for 100 HP. You become Helpless until the end of your next turn after doing this.&lt;br /&gt;
* '''''Level 30:''''' Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Holy Support AP that acts as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Gain +1 Holy Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Gain +1 Holy Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Theologian Track ===&lt;br /&gt;
[[File:TheologianTrack.png|center|frameless|512x512px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the knowledge tag. When you spend time researching in a well-resourced library or religious center, you uncover whatever information you are capable of learning in half the time it would normally take.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|Choose an icon for which you have access. Gain an additional magical ability based on that choice. This ability counts as divine when you cast it. &lt;br /&gt;
Refer to the ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scriptorium''' '''(1/Month).''' Given 24 hours in a well-equipped religious center with a library, you can reselect which divine spells you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Iconographer.''' When you finish Taking a Rest, you can duplicate a Divine Icon. Pick a Divine Icon that you know which has a recharge and has the level 1 icon tag. You write a duplicate of that icon. Choose one ally to bond with the Icon. That creature gains one use of that icon and it recharges as normal. You may only create one icon in this way. Using this ability again renders previous icons impotent.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|When you create an Icon using your Iconographer ability, you may now create icons with the level 2 icon tag. The creature can still only use the icon one time until it recharges, unless the Icon’s improved ability adds +1 usage of the Icon, in which case the creature can use it twice before needing to recharge it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scrivener (1/Rest).'''  When you finish Taking a Rest, you can create a spell scroll out of a prayer or divine spell that you know. This consumes valuable inks and gold leaf - the cost in sc is the spell’s SPC x10, treating a prayer as having an SPC of 1. You also must spend the normal amount of SP as if casting the spell when you scribe it and cannot scribe a spell with an SPC greater than your Divine Power. Once you have scribed a spell onto a scroll, you or any creature that possesses the scroll can cast it by spending the normal APC using your CHA as the magic attribute. The magic fades from the scroll once used or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Gain another magical ability off the Apocrypha list for an icon you have access to.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|You can now also reselect which divine prayers you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|You can now also reselect which divine rituals you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
Gain the Apprenticeship ability.&lt;br /&gt;
* '''Apprenticeship (1/Recoup).''' When Recouping, you use your Iconographer ability again on the same creature, replacing their previous Icon with a new one.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One icon must have the level 1 icon tag, while the other can have the level 2 icon tag.&lt;br /&gt;
Apprenticeship only works on one creature each time you Recoup.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|Both Icons created by your Iconographer ability can have the level 2 icon tag. If you have bonded two creatures, they can trade or give one another the Icons at will by physically handing one another the separate Icons.&lt;br /&gt;
When you use Apprenticeship, both creatures can benefit from the ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|Gain the Sola Scriptura ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sola Scriptura (1/Recoup).''' When casting a spell from a scroll you have scribed, you can ignore all other Gesture, Verbal, and Visual requirements.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, your Scrivener ability now costs sc equal to the spell’s SPC x5.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can now scribe two scrolls with Scrivener.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|Gain the Illuminated Manuscript ability.&lt;br /&gt;
&lt;br /&gt;
* '''Illuminated Manuscript (1/Week).''' When in a well- equipped religious center or library you can spend 1 hour to make one additional scroll or icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|You can now also reselect which Cleric talents you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Gain another magical ability off the Apocrypha list for an icon you have access to.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|Your Iconographer ability allows you to create three Icons now, none of which can be stronger than an Icon with the level 2 icon tag. You can bond them all to one creature, to two creatures, or to three creatures. Any bonded creatures can trade or give their icons to other bonded creatures at any point by physically handing them the Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|You are revered as a legendary scholarly theologian who writes excellent icons that tell compelling stories deeply wrought with spiritual significance. Your work decorates many houses of prayer and many pious nobles proudly display your Icons in their homes.&lt;br /&gt;
Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
* '''Iconic Covenant.''' If you create the same Icon every day for 1 month, then the icon becomes permanent. Permanent Icons are uncommon magical items that cost 10 Essence Points. You cannot prevent a creature that possesses one of your permanent icons from bonding to it and gaining its benefits. You can only create one permanent Icon per year.&lt;br /&gt;
* '''''Level 30:''''' You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|You are renowned as a tremendous scrivener who creates beautiful illuminated manuscripts and is deeply knowledgeable in religious matters. Your texts are often used in liturgical ceremonies throughout the land.&lt;br /&gt;
Your Scrivener scrolls last for 48 hours before losing magic.&lt;br /&gt;
&lt;br /&gt;
When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
* '''Holy Lectionary''' '''(1/Week).''' Create one special scroll, your Holy Lectionary. This scroll can have an SPC equal to or less than your Divine Level x2, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
* '''''Level 30:''''' Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Apocrypha List&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Relaxing Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Track ===&lt;br /&gt;
[[File:DivineIconTrack.png|thumb|667x667px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric Entry or [[Vessel]] Entry&lt;br /&gt;
|''Repeatable.'' Gain access to two additional Divine Icon abilities, choosing from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|''Repeatable.'' Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Abilities List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* '''Silver Tongue''' '''(1/ Recoup).''' When making a CHA check, add a bonus equal to 1⁄2 CHA.&lt;br /&gt;
|''Divine Icon - Ambition, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue now equals CHA.&lt;br /&gt;
|''Divine Icon - Ambition, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vendetta''' '''(2/Recoup).''' By spending 1 minute talking with a creature or meditating, give a creature you touch +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied.&lt;br /&gt;
|''Divine Icon - Ambition, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fasting ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fasting (1/Rest).''' You or one creature that you touch does not gain Fatigue for neglecting to eat or drink for the next 24 hours. Regardless of how many times you use this ability on the same target, any creature affected by this ability must eat and drink at least once per week in order to survive.&lt;br /&gt;
|''Divine Icon - Austerity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* '''Provision''' '''(1/Recoup).''' When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courage''' '''(2/Rest).''' Spend 3 AP to touch one creature and insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken.&lt;br /&gt;
|''Divine Icon - Bravery, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Legacy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Legacy (1/Week).''' When you leave a settlement and have one or more Goodwill there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Nurturance''' '''(2/Rest).''' Spend 1 AP to touch one willing creature. They regain 1 HP at the start of each of their turns for the next 1d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blinding Dark''' '''(2/Rest).''' You can cast the Blind occult chant. It counts as divine when cast by you and has a range of 80 ft.&lt;br /&gt;
|''Divine Icon - Darkness, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Rites.''' When a creature dies, you may briefly commune with its soul for a minimum of 2 minutes to give it a funeral appropriate to its customs. Doing so grants you Shield HP equal to your CHA.&lt;br /&gt;
|''Divine Icon - Death, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the Shield HP.&lt;br /&gt;
|''Divine Icon - Death, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gravemaster.''' When you finish Taking a Rest, you may touch one ally. For that creature to die, it must gain one more Death Point than normal until you use this ability again.&lt;br /&gt;
|''Divine Icon - Death, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|You may now target two allies with Gravemaster.&lt;br /&gt;
|''Divine Icon - Death, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* '''Withering''' '''(2/Rest).''' By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns.&lt;br /&gt;
|''Divine Icon - Decay, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* '''Trembling''' '''(2/Rest).''' By spending 2 AP, a creature that you touch is Shaken until the end of their next turn.&lt;br /&gt;
|''Divine Icon - Decay, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your max SP.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destiny's Touch'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Destiny’s Touch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Destiny’s Touch (1/Rest).''' You may reroll one of your d20s, using the second result.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|When you finish Taking a Rest, choose a number between 1 and 20. The first time you roll that number on a d20 roll, gain 1d4 Shield HP.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|When you finish Recouping, you may pick an additional number to activate Prophetic Glimpse.&lt;br /&gt;
|''Divine Icon - Fate, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* '''Uncontainable (CHA/Rest).''' You or one creature of your choice within 30 ft of you ignores the Slowed condition until the end of the target creature’s next turn. This can be used as a reactive action for 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Freedom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable II'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom, Level 2 Icon'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unstoppable''' '''(CHA/Rest).''' You or one creature of your choice within 10 ft of you that just became Dazed removes that condition. This can be used as a reactive action for 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Freedom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gluttony (CHA/Rest).''' Spend 1 AP to Taunt a creature within 40 ft of you for 1 minute.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodlust (2/Rest).''' Gain +1 on attack rolls and damage, and +5 ft speed, until the end of your current turn.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vow of Enmity''' '''(2/Recoup).''' Spend 1 AP to choose one hostile creature within 40 ft of you. That creature Taunts you or a willing creature of your choice within 30 ft of you.&lt;br /&gt;
|''Divine Icon - Honor, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* '''Binding Oath''' '''(2/Recoup).'''  Spend 3 AP and choose one creature within 60 ft of you. Make a magic attack against that creature’s WILL. On a hit, you and that creature both become Charmed by one another for 1 minute. This ends if either creature damages the other.&lt;br /&gt;
|''Divine Icon - Honor, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You no longer gain the Charmed condition from Binding Oath.&lt;br /&gt;
|''Divine Icon - Honor, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Debate (2/Rest).''' Spend 4 AP and choose one creature of your choice within 60 ft of you. It cannot use magic with verbal requirements until the start of your next turn.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Recollection''' '''(2/Rest).''' When you or an allied creature within 10 ft of you makes an INT check, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Clear Eye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Clear Eye ability.&lt;br /&gt;
&lt;br /&gt;
* '''Clear Eye''' '''(2/Rest).''' For 1 Reactive AP, when you or an allied creature within 30 ft of you becomes Blinded, remove the condition.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reveal''' '''(2/Rest).''' Spend 3 AP to remove the Unseen condition from creatures within 15 ft of you.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* '''Illumine.''' Spend 1 AP to light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sacrificial.''' When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enrapture''' '''(1/Rest)'''. Spend 3 AP to Charm a creature within 40 ft of you for 1 minute. This creature cannot be overtly hostile to you and knows that it was magically Charmed at the end of the duration.&lt;br /&gt;
|''Divine Icon - Love, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You learn the [[Bloom]] primal chant. It counts as divine when cast by you.&lt;br /&gt;
|''Divine Icon - Nature, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|Gain the Blossom ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blossom (1/Rest).''' You can cast the [[Nature’s Bounty]] primal spell without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Divine Icon - Nature, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Survivor''' '''(2/Rest).'''  When you or an allied creature within 10 ft of you makes a skill check with the survival tag, add +3.&lt;br /&gt;
|''Divine Icon - Nature, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* '''Even the Scales''' '''(1/Recoup).''' Spend 3 AP to choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, or Slowed. Choose a hostile creature within 30 ft of you that is also suffering from one or more of those conditions. Both creatures remove one of those conditions of their choice. &lt;br /&gt;
|''Divine Icon - Order, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may now choose which condition each creature removes when using Balance the Scales.&lt;br /&gt;
|''Divine Icon - Order, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rebalance''' '''(2/Recoup).''' Spend 1 AP and touch a willing creature; you and that creature each adjust your HP to be the average of each other’s HP (this cannot exceed max HP).&lt;br /&gt;
|''Divine Icon - Order, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance II'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|When you use Rebalance, you can touch two willing creatures to let them take the average of their HP.&lt;br /&gt;
|''Divine Icon - Order, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* '''Repentance''' '''(2/Rest).''' By spending 1 AP, you or an allied creature within 30 ft of you that is Charmed or Frightened loses its turn and regains 1d4 HP.&lt;br /&gt;
|''Divine Icon - Redemption, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Redeeming Fervor''' '''(2/Rest).''' Spend 1 AP to touch a creature that was Charmed or Frightened in the past 10 minutes and is not any longer. That creature gains +2 to mental defenses for the next 10 minutes.&lt;br /&gt;
|''Divine Icon - Redemption, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 TA and +1 damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aggressive Taunt''' '''(2/Recoup).''' Spend 1 AP to Taunt a creature within 60 ft. Your crit ranges increase by +1 against each other. This lasts for 1 minute or until you use this again.&lt;br /&gt;
|''Divine Icon - Revenge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vengeful''' '''(2/Recoup).''' When you take damage from a creature that you can see within 60 ft of you, you can spend 1 Reactive AP to deal +1d6 damage (of the same damage type) against it the first time you hit it before the end of your next turn.&lt;br /&gt;
|''Divine Icon - Revenge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rescue''' '''(2/Rest)'''. When you or an allied creature within 30 ft of you takes damage, spend 1 Reactive AP to heal that creature for HP equal to your CHA.&lt;br /&gt;
|''Divine Icon - Salvation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by +30 ft.&lt;br /&gt;
|''Divine Icon - Salvation, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serenity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* '''Levelheaded''' '''(2/Rest).''' Spend 1 AP to touch a creature and remove the Charmed and Frightened conditions.&lt;br /&gt;
|''Divine Icon - Serenity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keep Your Wit''' '''(2/Rest).''' By spending 10 minutes touching an ally, they cannot be Charmed for the next 30 minutes.&lt;br /&gt;
|''Divine Icon - Serenity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aphobia''' '''(1/Rest).''' By spending 1 hour concentrating on a creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astute''' '''(2/Rest).''' When you or an allied creature within 10 ft of you makes an AWR skill, add +3.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rage''' '''(2/Recoup).''' Deal +2 damage on all attacks for the next 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry''' '''(2/Rest).''' You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you for 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Mythology Domain.png|thumb|521x521px|Mythology Domain Progression]]&lt;br /&gt;
&lt;br /&gt;
=== Mythological Domain Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Woven within the tales of the gods are mentions of mythological beasts aiding them on their endeavors. As a cleric of the mythological domain, you have been gifted similar aid. You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. Summoning them means laying your soul bare, making you more vulnerable, but in return you gain divine gifts that will aid you on your journey. It’s a symbiotic relationship, mutually beneficial for both parties. You can take comfort in knowing that you will never be truly alone as long as you keep your faith.&lt;br /&gt;
&lt;br /&gt;
Inside you are four different mythological entities: A falcon (Avian), a wolf (Predator), a beetle (Insect), and a snake (Reptile). You may discuss with your DM to change the animals to suit your character, as long as they fit the category. Avians, Predators, and Reptiles are the size of the animal they represent, while Insects range in size from that of a large beetle to a housecat. A creature’s specific appearance is up to you, and may even change each time it is called forth.&lt;br /&gt;
&lt;br /&gt;
'''Avian:''' The Avian is generally perceptive, level-headed, and disciplined. They follow orders well and do not make rash decisions, even under pressure. They keep their judgment to themselves, though if you have bonded with your Avian properly, you will be able to tell when they’re silently judging something or someone.&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' The Predator is generally protective, assertive, and loyal. They put other people’s safety first and are often eager to jump into combat. They are friendly towards you and anyone you deem an ally, but will need a little while to trust them, worried that they might hurt you somehow. Occasionally they might let their guard down and demand some affection.&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' The Insect is generally crafty, curious, and eager. They don’t easily back away from new things and if you’re someone who likes to take a risk with creative solutions, your Insect companion will likely be happy to assist.&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' The Reptile is generally confident, surreptitious, and clever. They like to glean information about others by watching them or by eavesdropping. They’re not as action- oriented as the other entities and prefer to watch and wait, thinking things through more properly. They often act a little cold, but if you choose to bond with them more, they will develop a soft spot for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|You may spend 2 AP to call forth one of the four spirits that dwells within you. This spirit takes on a corporeal form within 5 ft of you. It remains for 2 minutes or until you dismiss it early for 1 AP. It also vanishes if you die. Spirits summoned in this way have no HP and cannot be targeted by attacks.&lt;br /&gt;
On each of your turns, the spirit may act; this may be at the start of your turn, end of your turn, or during your turn. When it acts, it may move up to its speed, then take one action of its choice. Any number of times on your turn while the spirit is within 120 ft of you, you may spend 1 AP to allow the spirit to act again, choosing from any of its actions that do not make an attack roll against another creature.&lt;br /&gt;
&lt;br /&gt;
You may only have one spirit active at a time. You may summon spirits in this way 2/Recoup. In the animal spirit stat blocks, X = your magic attribute.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Avian'''&lt;br /&gt;
''Tiny, Small, or Medium. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Actions&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Avian can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Talons.''' ''Reach 5 ft Natural Weapon.'' +X vs REF. '''Hit:''' 1d4+X sharp&lt;br /&gt;
&lt;br /&gt;
'''Airlift.''' The Avian picks you or a willing creature within 5 ft of it. The Avian then moves up to its speed, carrying the target creature with it and dropping it at the end of this movement.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Insect'''&lt;br /&gt;
''Diminutive, Tiny, or Small. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 20 ft, Climb 20 ft, Fly 20 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Insect can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Swarm.''' ''Reach 5 ft Natural Weapon.'' +X vs WILL. '''Hit:''' Target creature is Shaken until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Hivemind.''' The Insect telepathically sends you a brief mental image of what it can see based on its current location.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Predator'''&lt;br /&gt;
''Medium or Large. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 40 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Predator can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Pounce.''' ''Reach 5 ft Natural Weapon.'' +X vs AR. '''Hit:''' 1d6+X sharp, then make a secondary attack: +X vs FORT. '''Hit:''' Target creature falls Prone.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reptile'''&lt;br /&gt;
''Small, Medium or Large. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 20 ft, Swim 20 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Reptile can move up to its speed.  &lt;br /&gt;
&lt;br /&gt;
'''Savage Bite.''' ''Reach 5 ft Natural Weapon.'' +X vs AR. '''Hit:''' 1d8+X sharp&lt;br /&gt;
&lt;br /&gt;
'''Intercede.''' The Reptile chooses one creature within 5 ft of it. The next time that creature is the target of an attack roll before the end of your next turn, the attacker suffers 3 TD.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Affinity'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|''Repeatable.'' Gain two chants, invocations, and/or spells from the following list of primal magic. This talent gives you +1 Primal Power each time you take it.&lt;br /&gt;
'''Chants:''' [[Bloom]], [[Catclaw]], [[Commune with Beast]], [[Fleetfoot]], [[Instinctive Attack]], [[Springstep]]&lt;br /&gt;
&lt;br /&gt;
'''Invocations:''' [[Photosynthesis]], [[Predict Weather]], [[Reorient]], [[Warden’s Navigation]]&lt;br /&gt;
&lt;br /&gt;
'''Spells:''' [[Animal Bond]], [[Avianism]], [[Boarish Savagery]], [[Bullish Strength]], [[Hunter’s Quarry]], [[Nighteye]], [[Padfoot]], [[Piscism]], [[Polymorph]], [[Summon Beast]], [[Summon Monster]]&lt;br /&gt;
|''Cleric, Mythological Domain, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Enhancement'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|''Repeatable.'' Gain one enhancement for an animal spirit from the following list. Each enhancement can be gained by each creature type only once.&lt;br /&gt;
'''''Beacon:''''' The spirit type that you chose gains the Beacon action, allowing it to shed dim light for 10 ft, or bright light for 10 ft and dim light for 10 ft, or to stop shedding any light.&lt;br /&gt;
&lt;br /&gt;
'''''Pack Tactics:''''' The spirit type that you chose grants +1 TA to you and your allies whenever attacking a creature within 5 ft of your spirit.&lt;br /&gt;
&lt;br /&gt;
'''''Protective:''''' The spirit type that you chose may spend its action to give +1 AR to one creature of its choice within 5 ft of it.&lt;br /&gt;
&lt;br /&gt;
'''''Radiant Strikes:''''' The spirit type that you chose adds +1d4 radiant damage to its attacks.&lt;br /&gt;
&lt;br /&gt;
'''''Speedy:''''' The spirit type that you chose increases each of its speeds by +5 ft.&lt;br /&gt;
|''Cleric, Mythological Domain, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|When you finish Taking a Rest, choose one of your four animal spirits. That spirit is especially watchful over you. Until you use this feature again, you gain +2 Skill Points in three skills, based on the spirit you selected.&lt;br /&gt;
'''Avian:''' Appraising, Intuiting, Perceiving&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' Any one crafting skill, Foraging, Forced March&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' Nature, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' Deceiving, Intimidating, Savoir Faire&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spiritual Summons'''&lt;br /&gt;
|Manifest Mythology&lt;br /&gt;
|Gain the Spiritual Summons ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spiritual Summons (1/Rest).''' You may spend 10 minutes summoning one of your animal spirits, rather than the normal 2 AP summoning time. When you summon a spirit in this way, it remains with you for 1 hour, or until you summon more spirits than you can maintain, dismiss this spirit for 1 AP, or die. You may telepathically communicate with a creature summoned in this way up to a range of 1 mile.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Link'''&lt;br /&gt;
|Spiritual Summons&lt;br /&gt;
|You may cast prayers and spells as though they originate from your animal spirit, provided that your animal spirit is within 120 ft of you. This costs the animal spirit’s action in addition to the magic ability’s normal APC.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morph'''&lt;br /&gt;
|Spell Link&lt;br /&gt;
|Gain the Morph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Morph.''' Spend 1 AP for your animal spirit to take on a new form, choosing from any of the other animal spirit forms.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit II'''&lt;br /&gt;
|Morph&lt;br /&gt;
|You may have two animal spirits active at one time, and they may be the same or different types. If you would summon a third animal spirit, choose which previous spirit disappears.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology II'''&lt;br /&gt;
|Animal Spirit II&lt;br /&gt;
|You may use Manifest Mythology upon completing a Recoup. The bonus to your skills increases to +4.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bestial Awareness'''&lt;br /&gt;
|Manifest Mythology II&lt;br /&gt;
|When you Catch your Breath, you may spend 5 SP to become supernaturally aware of the natural world around you. You learn if the number of creatures with the abominable, beast, fiend, monstrosity, and/or undead tags within a 2 mile radius of you is less than typical, more than typical, or typical.&lt;br /&gt;
Additionally, gain +4 Skill Points that you may spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Team Effort'''&lt;br /&gt;
|Bestial Awareness&lt;br /&gt;
|When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use its Move action.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwhelm'''&lt;br /&gt;
|Team Effort&lt;br /&gt;
|Gain the Overwhelm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwhelm (2/Rest).''' Your animal spirit gains a new action.&lt;br /&gt;
&lt;br /&gt;
Your Overwhelm ability’s range, target defense, and damage depends on which animal spirit is active. The Overwhelm ability originates from you or your animal spirit. X = your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Avian:''' ''15 ft Cone Natural Weapon:'' +X vs REF. '''Hit:''' 6d4 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' ''10 ft Radius Natural Weapon:'' +X vs WILL. '''Hit:''' 6d4 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' ''30 ft Line Natural Weapon:'' +X vs FORT. '''Hit:''' 6d6 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' ''Reach 5 ft Natural Weapon:'' +X vs ANT. 6d8 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spiritual Summons II'''&lt;br /&gt;
|Overwhelm&lt;br /&gt;
|Spiritual Summons becomes 1⁄2 CHA/Rest. When you use Spiritual Summons, you or a creature that you touch gains Shield HP equal to the number of talents you have with the mythological domain tag.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology III'''&lt;br /&gt;
|Spiritual Summons II&lt;br /&gt;
|You may use Manifest Mythology upon a Recoup. The bonus to your skills increases to +6 and can now exceed your +20 skill cap.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit III'''&lt;br /&gt;
|Manifest Mythology III&lt;br /&gt;
|Animal Spirit becomes 1⁄2 CHA/Recoup (min 2). &lt;br /&gt;
You may have three animal spirits active at one time, and they may be the same or different types.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Team Effort II'''&lt;br /&gt;
|Animal Spirit III&lt;br /&gt;
|Team Effort becomes: When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use one of its actions that does not involve making an attack roll.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mythological Myriad'''&lt;br /&gt;
|Team Effort II&lt;br /&gt;
|Your connection with mythological animals is unparalleled. You are almost never seen without one.&lt;br /&gt;
You may now spend 1 AP to allow your animal spirit to make its attack. You may have a number of animal spirits active at one time equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Animal Spirit becomes CHA/Recoup.&lt;br /&gt;
|''Cleric, Mythological Domain, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=14128</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=14128"/>
		<updated>2026-02-14T02:56:16Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ &lt;br /&gt;
[[File:Cleric(copy).png|thumb|Marcus Luxxor, disciple of Tovare]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Each soul is a unique thread in a divine tapestry. It is my sacred duty to nourish these threads, as they are gifts given by the gods themselves. I tend especially to those threads that are frayed and in need of repairs.&amp;quot; - [[Marcus Luxxor]], disciple of Tovare&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Having been raised in the orbit of a great religious order, piety is in your blood. As a child you strove to give alms and help the needy whenever you could manage. You sought out the wise counsel of the priests and clergy in your town, and you took their teachings to heart, meditating on the precepts of your deities both day and night. Now, as a righteous pillar of your religious community, you continue to follow the path you began as a child: in all that you do, you seek to venerate your gods and enact their will on the world around you.&lt;br /&gt;
&lt;br /&gt;
You might pursue many clerical studies or focus your mind and soul upon mastering a single discipline, becoming an expert healer, righteous combatant, dedicated scholar, or a blend thereof. Regardless, you always have your divine icon at your side, a holy depiction of your god or your tenets. Your divine icon serves both as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Divine Icon Track|Divine Icons.]]''' You have at least one divine icon, which holds within it vestiges of holy power from the god or gods that you worship.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Exorcist Track|Exorcist.]]''' Stronger of will than your average clergyperson or preacher, you might make it your life’s mission to stare down the darkest demons of humanity and draw them out of unfortunate souls. &lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Piety Track|Piety.]]''' You work small miracles, healing injury and disease with a mere touch, or invigorating a season’s crops to bounty.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Theologian Track|Theologian.]]''' You passionately study scripture and ancient texts, and how to illuminate manuscripts or scribe ornate icons with which you can spread the miraculous wonder of your faith.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Mythological Domain Track|Mythological Domain.]]''' ''Harker's Guide to Vampire Hunting.'' You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Cleric Entry Talent ===&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the Cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
'''Devotee.''' Gain the Disciple of the Divine talent if you did not already have it. If you already have it, gain +1 Divine Power and +5 SP instead. CHA is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Divine Ward.''' Gain the Divine Ward ability. &lt;br /&gt;
&lt;br /&gt;
* '''Divine Ward.''' Spend 1 Reactive AP when an ally within 30 ft of you is attacked to increase that ally’s AR by +2 until the start of that ally’s next turn.&lt;br /&gt;
&lt;br /&gt;
'''Divine Icon.''' You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power.''' Each time you level up and spend your talent point on a Cleric talent, you gain +5 SP and +1 Divine Power.&lt;br /&gt;
|''Class Entry, Cleric''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Gaining a deity’s Divine Icon is considered an enforceable contract with that deity. You are expected to uphold that deity’s ideals and conduct yourself in a fashion that the deity would find commendable. At your MC’s discretion, failure to obey your deity’s tenets might cause your deity to revoke access to their Icons.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
=== Exorcist Track ===&lt;br /&gt;
[[File:PietyExorcistTrack.png|center|frameless|417x417px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Planar''' '''(2/Rest).''' You sense the presence of creatures with the avadri, celestial, eldritch, fae, or fiends tag within 1 mile of you. You sense their exact numbers and distance from you. You cannot sense their exact identities. You can maintain this sense for up to 10 minutes if you do nothing else other than non-strenuous walking, talking, or light activity.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward now boosts your ally’s AR and physical defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Divine Ward now increases your ally’s AR and physical defenses by +3 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Planar recharges upon Recouping. &lt;br /&gt;
Gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Identify Planar (2/Rest).''' When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain the Abjure Unholy divine spell. You can innately cast this unique spell 2/Rest.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: ''Divine, Spell, Warding'' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
Choose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block Line of Sight but does block Line of Effect. The cylinder is solid to the touch, preventing passage into or out of the circle. Spells, effects, and abilities that include a physical source of damage (such as arrows, fire, or acid) cannot penetrate this barrier.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape as part of their move by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature tag: avadri, celestial, eldritch, fae, or fiend. Creatures with that tag that are stuck in your circle can only attempt to escape if you have taken damage since your last turn, and must roll 2d20 and take the lower when trying to escape.&lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early for 0 AP.&lt;br /&gt;
|}&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Divine Ward now increases your ally’s AR and physical defenses by +4 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward now applies to all defenses (AR, physical, and mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] divine ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Exorcist (1/Rest).''' When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward III'''&lt;br /&gt;
|Expert Exorcist, Distant Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield III'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Divine Ward now increases your ally’s defenses by +5 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it) and becomes 1⁄2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar III'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles. When you deal radiant damage to a creature with the avadri, celestial, eldritch, fae, or fiend tags, add your CHA to the damage.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|Malicious planar entities fear your name, and towns bereaved by such entities know to seek you out when they need a skilled exorcist.&lt;br /&gt;
When you use the Exorcism ritual, you never have to roll on the side effect table unless you upcharge. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times.&lt;br /&gt;
&lt;br /&gt;
When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
* '''Unholy Scourge''' '''(1/Rest).''' All creatures in your Abjure Unholy circle take 4d10 radiant damage at the start of each of their turns.&lt;br /&gt;
* '''''Level 30:''''' You can choose any creature tag for Abjure Unholy.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Piety Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Healing Hands ability.&lt;br /&gt;
&lt;br /&gt;
* '''Healing Hands (CHA/Rest).''' Spend 2 AP to touch a creature and restore 3 HP to that creature.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist'''&lt;br /&gt;
|Healing Hands, Holy Support&lt;br /&gt;
|Gain +2 Nature. &lt;br /&gt;
By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
* '''Monastic Horticulture (1/Month).''' Select a field of crops up to 2.5 acres. These crops become immune to nonmagical blights, poisons, diseases, and insects. They still grow and produce food at their normal rate, but the food they produce is high-quality and delicious.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Touch'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|Gain the Holy Touch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Touch (1/Rest).''' While Recouping, you can use Healing Hands one time without expending a use.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Holy Touch&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Gain the Piety ability.&lt;br /&gt;
* '''Piety''' '''(1/Week).''' You may touch a creature suffering from a common poison and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Hands'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Healing Hands ability now restores 5 HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Divine Hands&lt;br /&gt;
|When you cast a divine spell that restores HP to a single target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety also cures common diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain +2 Nature and the Horticultural Blessing ability.&lt;br /&gt;
* '''Horticultural Blessing''' '''(1/Week).'''  When you spend at least 1 week in a settlement, and you have used Monastic Horticulture on a field that will produce crops, you can bless the crops. The crops will produce an extra 2d10 rations’ worth of food each day for the next week. Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|Piety also cures uncommon poisons and diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|You are heralded as a miraculous healer the world over. Any religious institution (besides extremists and cults) will happily house you. Clergy, kings, nobles, politicians, and generals seek your presence as they know you can work divine healing on behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles.&lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
* '''Miracle Worker''' '''(1/Rest).''' You may touch a creature suffering from any poison or disease and instantaneously cure them, if the poison or disease was magical you become Sickened for 24 hours. Furthermore, whenever you arrive in a new town you gain 1d12 disciples that follow you around while in town and do basic favors and errands for you. Each time you leave a town, you may choose to take one of these disciples on as an apostle. They will follow you around indefinitely and have the stats of any NPC of ML 3 or lower. You may have a number of apostles up to your Cleric level. &lt;br /&gt;
* '''''Level 30:''''' Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|If the recipient of your healing from Healing Hands is Bloodied, they gain +3 HP. Also, you may now use Healing Hands as a reactive action.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Healing Hands becomes 1 AP to use. Also, if the recipient of your healing from Healing Hands is Bloodied, they now gain +4 HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If a target has 0 HP, your Healing Hands restores double the HP.&lt;br /&gt;
If you roll Initiative and have no uses of Healing Hands, regain one use of Healing Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savior'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|You are known as a powerful healer and righteous fighter. Generals and military commanders seek to conduct themselves in an exemplary and honorable manner in an effort to recruit you to their cause.&lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
* '''Ambient Divinity (CHA/Rest).'''  When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you spent on that spell.&lt;br /&gt;
* '''Divine Salvation''' '''(1/Rest).''' When a creature within 60 ft of you is reduced to 0 HP, you may spend 1 Reactive AP to heal them for 100 HP. You become Helpless until the end of your next turn after doing this.&lt;br /&gt;
* '''''Level 30:''''' Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Holy Support AP that acts as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Gain +1 Holy Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Gain +1 Holy Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Theologian Track ===&lt;br /&gt;
[[File:TheologianTrack.png|center|frameless|512x512px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the knowledge tag. When you spend time researching in a well-resourced library or religious center, you uncover whatever information you are capable of learning in half the time it would normally take.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|Choose an icon for which you have access. Gain an additional magical ability based on that choice. This ability counts as divine when you cast it. &lt;br /&gt;
Refer to the ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scriptorium''' '''(1/Month).''' Given 24 hours in a well-equipped religious center with a library, you can reselect which divine spells you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Iconographer.''' When you finish Taking a Rest, you can duplicate a Divine Icon. Pick a Divine Icon that you know which has a recharge and has the level 1 icon tag. You write a duplicate of that icon. Choose one ally to bond with the Icon. That creature gains one use of that icon and it recharges as normal. You may only create one icon in this way. Using this ability again renders previous icons impotent.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|When you create an Icon using your Iconographer ability, you may now create icons with the level 2 icon tag. The creature can still only use the icon one time until it recharges, unless the Icon’s improved ability adds +1 usage of the Icon, in which case the creature can use it twice before needing to recharge it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scrivener (1/Rest).'''  When you finish Taking a Rest, you can create a spell scroll out of a prayer or divine spell that you know. This consumes valuable inks and gold leaf - the cost in sc is the spell’s SPC x10, treating a prayer as having an SPC of 1. You also must spend the normal amount of SP as if casting the spell when you scribe it and cannot scribe a spell with an SPC greater than your Divine Power. Once you have scribed a spell onto a scroll, you or any creature that possesses the scroll can cast it by spending the normal APC using your CHA as the magic attribute. The magic fades from the scroll once used or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Gain another magical ability off the Apocrypha list for an icon you have access to.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|You can now also reselect which divine prayers you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|You can now also reselect which divine rituals you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
Gain the Apprenticeship ability.&lt;br /&gt;
* '''Apprenticeship (1/Recoup).''' When Recouping, you use your Iconographer ability again on the same creature, replacing their previous Icon with a new one.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One icon must have the level 1 icon tag, while the other can have the level 2 icon tag.&lt;br /&gt;
Apprenticeship only works on one creature each time you Recoup.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|Both Icons created by your Iconographer ability can have the level 2 icon tag. If you have bonded two creatures, they can trade or give one another the Icons at will by physically handing one another the separate Icons.&lt;br /&gt;
When you use Apprenticeship, both creatures can benefit from the ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|Gain the Sola Scriptura ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sola Scriptura (1/Recoup).''' When casting a spell from a scroll you have scribed, you can ignore all other Gesture, Verbal, and Visual requirements.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, your Scrivener ability now costs sc equal to the spell’s SPC x5.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can now scribe two scrolls with Scrivener.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|Gain the Illuminated Manuscript ability.&lt;br /&gt;
&lt;br /&gt;
* '''Illuminated Manuscript (1/Week).''' When in a well- equipped religious center or library you can spend 1 hour to make one additional scroll or icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|You can now also reselect which Cleric talents you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Gain another magical ability off the Apocrypha list for an icon you have access to.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|Your Iconographer ability allows you to create three Icons now, none of which can be stronger than an Icon with the level 2 icon tag. You can bond them all to one creature, to two creatures, or to three creatures. Any bonded creatures can trade or give their icons to other bonded creatures at any point by physically handing them the Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|You are revered as a legendary scholarly theologian who writes excellent icons that tell compelling stories deeply wrought with spiritual significance. Your work decorates many houses of prayer and many pious nobles proudly display your Icons in their homes.&lt;br /&gt;
Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
* '''Iconic Covenant.''' If you create the same Icon every day for 1 month, then the icon becomes permanent. Permanent Icons are uncommon magical items that cost 10 Essence Points. You cannot prevent a creature that possesses one of your permanent icons from bonding to it and gaining its benefits. You can only create one permanent Icon per year.&lt;br /&gt;
* '''''Level 30:''''' You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|You are renowned as a tremendous scrivener who creates beautiful illuminated manuscripts and is deeply knowledgeable in religious matters. Your texts are often used in liturgical ceremonies throughout the land.&lt;br /&gt;
Your Scrivener scrolls last for 48 hours before losing magic.&lt;br /&gt;
&lt;br /&gt;
When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
* '''Holy Lectionary''' '''(1/Week).''' Create one special scroll, your Holy Lectionary. This scroll can have an SPC equal to or less than your Divine Level x2, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
* '''''Level 30:''''' Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Apocrypha List&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Relaxing Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Track ===&lt;br /&gt;
[[File:DivineIconTrack.png|thumb|667x667px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric Entry or [[Vessel]] Entry&lt;br /&gt;
|''Repeatable.'' Gain access to two additional Divine Icon abilities, choosing from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|''Repeatable.'' Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Abilities List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* '''Silver Tongue''' '''(1/ Recoup).''' When making a CHA check, add a bonus equal to 1⁄2 CHA.&lt;br /&gt;
|''Divine Icon - Ambition, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue now equals CHA.&lt;br /&gt;
|''Divine Icon - Ambition, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vendetta''' '''(2/Recoup).''' By spending 1 minute talking with a creature or meditating, give a creature you touch +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied.&lt;br /&gt;
|''Divine Icon - Ambition, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fasting ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fasting (1/Rest).''' You or one creature that you touch does not gain Fatigue for neglecting to eat or drink for the next 24 hours. Regardless of how many times you use this ability on the same target, any creature affected by this ability must eat and drink at least once per week in order to survive.&lt;br /&gt;
|''Divine Icon - Austerity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* '''Provision''' '''(1/Recoup).''' When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courage''' '''(2/Rest).''' Spend 3 AP to touch one creature and insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken.&lt;br /&gt;
|''Divine Icon - Bravery, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Legacy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Legacy (1/Week).''' When you leave a settlement and have one or more Goodwill there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Nurturance''' '''(2/Rest).''' Spend 1 AP to touch one willing creature. They regain 1 HP at the start of each of their turns for the next 1d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blinding Dark''' '''(2/Rest).''' You can cast the Blind occult chant. It counts as divine when cast by you and has a range of 80 ft.&lt;br /&gt;
|''Divine Icon - Darkness, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Rites.''' When a creature dies, you may briefly commune with its soul for a minimum of 2 minutes to give it a funeral appropriate to its customs. Doing so grants you Shield HP equal to your CHA.&lt;br /&gt;
|''Divine Icon - Death, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the Shield HP.&lt;br /&gt;
|''Divine Icon - Death, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gravemaster.''' When you finish Taking a Rest, you may touch one ally. For that creature to die, it must gain one more Death Point than normal until you use this ability again.&lt;br /&gt;
|''Divine Icon - Death, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|You may now target two allies with Gravemaster.&lt;br /&gt;
|''Divine Icon - Death, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* '''Withering''' '''(2/Rest).''' By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns.&lt;br /&gt;
|''Divine Icon - Decay, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* '''Trembling''' '''(2/Rest).''' By spending 2 AP, a creature that you touch is Shaken until the end of their next turn.&lt;br /&gt;
|''Divine Icon - Decay, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your max SP.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destiny's Touch'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Destiny’s Touch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Destiny’s Touch (1/Rest).''' You may reroll one of your d20s, using the second result.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|When you finish Taking a Rest, choose a number between 1 and 20. The first time you roll that number on a d20 roll, gain 1d4 Shield HP.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|When you finish Recouping, you may pick an additional number to activate Prophetic Glimpse.&lt;br /&gt;
|''Divine Icon - Fate, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* '''Uncontainable (CHA/Rest).''' You or one creature of your choice within 30 ft of you ignores the Slowed condition until the end of the target creature’s next turn. This can be used as a reactive action for 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Freedom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable II'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom, Level 2 Icon'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unstoppable''' '''(CHA/Rest).''' You or one creature of your choice within 10 ft of you that just became Dazed removes that condition. This can be used as a reactive action for 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Freedom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gluttony (CHA/Rest).''' Spend 1 AP to Taunt a creature within 40 ft of you for 1 minute.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodlust (2/Rest).''' Gain +1 on attack rolls and damage, and +5 ft speed, until the end of your current turn.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vow of Enmity''' '''(2/Recoup).''' Spend 1 AP to choose one hostile creature within 40 ft of you. That creature Taunts you or a willing creature of your choice within 30 ft of you.&lt;br /&gt;
|''Divine Icon - Honor, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* '''Binding Oath''' '''(2/Recoup).'''  Spend 3 AP and choose one creature within 60 ft of you. Make a magic attack against that creature’s WILL. On a hit, you and that creature both become Charmed by one another for 1 minute. This ends if either creature damages the other.&lt;br /&gt;
|''Divine Icon - Honor, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You no longer gain the Charmed condition from Binding Oath.&lt;br /&gt;
|''Divine Icon - Honor, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Debate (2/Rest).''' Spend 4 AP and choose one creature of your choice within 60 ft of you. It cannot use magic with verbal requirements until the start of your next turn.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Recollection''' '''(2/Rest).''' When you or an allied creature within 10 ft of you makes an INT check, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Clear Eye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Clear Eye ability.&lt;br /&gt;
&lt;br /&gt;
* '''Clear Eye''' '''(2/Rest).''' For 1 Reactive AP, when you or an allied creature within 30 ft of you becomes Blinded, remove the condition.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reveal''' '''(2/Rest).''' Spend 3 AP to remove the Unseen condition from creatures within 15 ft of you.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* '''Illumine.''' Spend 1 AP to light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sacrificial.''' When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enrapture''' '''(1/Rest)'''. Spend 3 AP to Charm a creature within 40 ft of you for 1 minute. This creature cannot be overtly hostile to you and knows that it was magically Charmed at the end of the duration.&lt;br /&gt;
|''Divine Icon - Love, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You learn the [[Bloom]] primal chant. It counts as divine when cast by you.&lt;br /&gt;
|''Divine Icon - Nature, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|Gain the Blossom ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blossom (1/Rest).''' You can cast the [[Nature’s Bounty]] primal spell without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Divine Icon - Nature, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Survivor''' '''(2/Rest).'''  When you or an allied creature within 10 ft of you makes a skill check with the survival tag, add +3.&lt;br /&gt;
|''Divine Icon - Nature, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* '''Even the Scales''' '''(1/Recoup).''' Spend 3 AP to choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, or Slowed. Choose a hostile creature within 30 ft of you that is also suffering from one or more of those conditions. Both creatures remove one of those conditions of their choice. &lt;br /&gt;
|''Divine Icon - Order, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may now choose which condition each creature removes when using Balance the Scales.&lt;br /&gt;
|''Divine Icon - Order, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rebalance''' '''(2/Recoup).''' Spend 1 AP and touch a willing creature; you and that creature each adjust your HP to be the average of each other’s HP (this cannot exceed max HP).&lt;br /&gt;
|''Divine Icon - Order, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance II'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|When you use Rebalance, you can touch two willing creatures to let them take the average of their HP.&lt;br /&gt;
|''Divine Icon - Order, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* '''Repentance''' '''(2/Rest).''' By spending 1 AP, you or an allied creature within 30 ft of you that is Charmed or Frightened loses its turn and regains 1d4 HP.&lt;br /&gt;
|''Divine Icon - Redemption, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Redeeming Fervor''' '''(2/Rest).''' Spend 1 AP to touch a creature that was Charmed or Frightened in the past 10 minutes and is not any longer. That creature gains +2 to mental defenses for the next 10 minutes.&lt;br /&gt;
|''Divine Icon - Redemption, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 TA and +1 damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aggressive Taunt''' '''(2/Recoup).''' Spend 1 AP to Taunt a creature within 60 ft. Your crit ranges increase by +1 against each other. This lasts for 1 minute or until you use this again.&lt;br /&gt;
|''Divine Icon - Revenge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vengeful''' '''(2/Recoup).''' When you take damage from a creature that you can see within 60 ft of you, you can spend 1 Reactive AP to deal +1d6 damage (of the same damage type) against it the first time you hit it before the end of your next turn.&lt;br /&gt;
|''Divine Icon - Revenge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rescue''' '''(2/Rest)'''. When you or an allied creature within 30 ft of you takes damage, spend 1 Reactive AP to heal that creature for HP equal to your CHA.&lt;br /&gt;
|''Divine Icon - Salvation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by +30 ft.&lt;br /&gt;
|''Divine Icon - Salvation, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serenity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* '''Levelheaded''' '''(2/Rest).''' Spend 1 AP to touch a creature and remove the Charmed and Frightened conditions.&lt;br /&gt;
|''Divine Icon - Serenity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keep Your Wit''' '''(2/Rest).''' By spending 10 minutes touching an ally, they cannot be Charmed for the next 30 minutes.&lt;br /&gt;
|''Divine Icon - Serenity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aphobia''' '''(1/Rest).''' By spending 1 hour concentrating on a creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astute''' '''(2/Rest).''' When you or an allied creature within 10 ft of you makes an AWR skill, add +3.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rage''' '''(2/Recoup).''' Deal +2 damage on all attacks for the next 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry''' '''(2/Rest).''' You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you for 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Mythology Domain.png|thumb|521x521px|Mythology Domain Progression]]&lt;br /&gt;
&lt;br /&gt;
=== Mythological Domain Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Woven within the tales of the gods are mentions of mythological beasts aiding them on their endeavors. As a cleric of the mythological domain, you have been gifted similar aid. You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. Summoning them means laying your soul bare, making you more vulnerable, but in return you gain divine gifts that will aid you on your journey. It’s a symbiotic relationship, mutually beneficial for both parties. You can take comfort in knowing that you will never be truly alone as long as you keep your faith.&lt;br /&gt;
&lt;br /&gt;
Inside you are four different mythological entities: A falcon (Avian), a wolf (Predator), a beetle (Insect), and a snake (Reptile). You may discuss with your DM to change the animals to suit your character, as long as they fit the category. Avians, Predators, and Reptiles are the size of the animal they represent, while Insects range in size from that of a large beetle to a housecat. A creature’s specific appearance is up to you, and may even change each time it is called forth.&lt;br /&gt;
&lt;br /&gt;
'''Avian:''' The Avian is generally perceptive, level-headed, and disciplined. They follow orders well and do not make rash decisions, even under pressure. They keep their judgment to themselves, though if you have bonded with your Avian properly, you will be able to tell when they’re silently judging something or someone.&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' The Predator is generally protective, assertive, and loyal. They put other people’s safety first and are often eager to jump into combat. They are friendly towards you and anyone you deem an ally, but will need a little while to trust them, worried that they might hurt you somehow. Occasionally they might let their guard down and demand some affection.&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' The Insect is generally crafty, curious, and eager. They don’t easily back away from new things and if you’re someone who likes to take a risk with creative solutions, your Insect companion will likely be happy to assist.&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' The Reptile is generally confident, surreptitious, and clever. They like to glean information about others by watching them or by eavesdropping. They’re not as action- oriented as the other entities and prefer to watch and wait, thinking things through more properly. They often act a little cold, but if you choose to bond with them more, they will develop a soft spot for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|You may spend 2 AP to call forth one of the four spirits that dwells within you. This spirit takes on a corporeal form within 5 ft of you. It remains for 2 minutes or until you dismiss it early for 1 AP. It also vanishes if you die. Spirits summoned in this way have no HP and cannot be targeted by attacks.&lt;br /&gt;
On each of your turns, the spirit may act; this may be at the start of your turn, end of your turn, or during your turn. When it acts, it may move up to its speed, then take one action of its choice. Any number of times on your turn while the spirit is within 120 ft of you, you may spend 1 AP to allow the spirit to act again, choosing from any of its actions that do not make an attack roll against another creature.&lt;br /&gt;
&lt;br /&gt;
You may only have one spirit active at a time. You may summon spirits in this way 2/Recoup. In the animal spirit stat blocks, X = your magic attribute.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Avian'''&lt;br /&gt;
''Tiny, Small, or Medium. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Actions&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Avian can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Talons.''' ''Reach 5 ft Natural Weapon.'' +X vs REF. '''Hit:''' 1d4+X sharp&lt;br /&gt;
&lt;br /&gt;
'''Airlift.''' The Avian picks you or a willing creature within 5 ft of it. The Avian then moves up to its speed, carrying the target creature with it and dropping it at the end of this movement.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Insect'''&lt;br /&gt;
''Diminutive, Tiny, or Small. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 20 ft, Climb 20 ft, Fly 20 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Insect can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Swarm.''' ''Reach 5 ft Natural Weapon.'' +X vs WILL. '''Hit:''' Target creature is Shaken until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Hivemind.''' The Insect telepathically sends you a brief mental image of what it can see based on its current location.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Predator'''&lt;br /&gt;
''Medium or Large. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 40 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Predator can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Pounce.''' ''Reach 5 ft Natural Weapon.'' +X vs AR. '''Hit:''' 1d6+X sharp, then make a secondary attack: +X vs FORT. '''Hit:''' Target creature falls Prone.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reptile'''&lt;br /&gt;
''Small, Medium or Large. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 20 ft, Swim 20 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Reptile can move up to its speed.  &lt;br /&gt;
&lt;br /&gt;
'''Savage Bite.''' ''Reach 5 ft Natural Weapon.'' +X vs AR. '''Hit:''' 1d8+X sharp&lt;br /&gt;
&lt;br /&gt;
'''Intercede.''' The Reptile chooses one creature within 5 ft of it. The next time that creature is the target of an attack roll before the end of your next turn, the attacker suffers 3 TD.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Affinity'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|''Repeatable.'' Gain two chants, invocations, and/or spells from the following list of primal magic. This talent gives you +1 Primal Power each time you take it.&lt;br /&gt;
'''Chants:''' [[Bloom]], [[Catclaw]], [[Commune with Beast]], [[Fleetfoot]], [[Instinctive Attack]], [[Springstep]]&lt;br /&gt;
&lt;br /&gt;
'''Invocations:''' [[Photosynthesis]], [[Predict Weather]], [[Reorient]], [[Warden’s Navigation]]&lt;br /&gt;
&lt;br /&gt;
'''Spells:''' [[Animal Bond]], [[Avianism]], [[Boarish Savagery]], [[Bullish Strength]], [[Hunter’s Quarry]], [[Nighteye]], [[Padfoot]], [[Piscism]], [[Polymorph]], [[Summon Beast]], [[Summon Monster]]&lt;br /&gt;
|''Cleric, Mythological Domain, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Enhancement'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|''Repeatable.'' Gain one enhancement for an animal spirit from the following list. Each enhancement can be gained by each creature type only once.&lt;br /&gt;
'''''Beacon:''''' The spirit type that you chose gains the Beacon action, allowing it to shed dim light for 10 ft, or bright light for 10 ft and dim light for 10 ft, or to stop shedding any light.&lt;br /&gt;
&lt;br /&gt;
'''''Pack Tactics:''''' The spirit type that you chose grants +1 TA to you and your allies whenever attacking a creature within 5 ft of your spirit.&lt;br /&gt;
&lt;br /&gt;
'''''Protective:''''' The spirit type that you chose may spend its action to give +1 AR to one creature of its choice within 5 ft of it.&lt;br /&gt;
&lt;br /&gt;
'''''Radiant Strikes:''''' The spirit type that you chose adds +1d4 radiant damage to its attacks.&lt;br /&gt;
&lt;br /&gt;
'''''Speedy:''''' The spirit type that you chose increases each of its speeds by +5 ft.&lt;br /&gt;
|''Cleric, Mythological Domain, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|When you finish Taking a Rest, choose one of your four animal spirits. That spirit is especially watchful over you. Until you use this feature again, you gain +2 Skill Points in three skills, based on the spirit you selected.&lt;br /&gt;
'''Avian:''' Appraising, Intuiting, Perceiving&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' Any one crafting skill, Foraging, Forced March&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' Nature, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' Deceiving, Intimidating, Savoir Faire&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spiritual Summons'''&lt;br /&gt;
|Manifest Mythology&lt;br /&gt;
|Gain the Spiritual Summons ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spiritual Summons (1/Rest).''' You may spend 10 minutes summoning one of your animal spirits, rather than the normal 2 AP summoning time. When you summon a spirit in this way, it remains with you for 1 hour, or until you summon more spirits than you can maintain, dismiss this spirit for 1 AP, or die. You may telepathically communicate with a creature summoned in this way up to a range of 1 mile.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Link'''&lt;br /&gt;
|Spiritual Summons&lt;br /&gt;
|You may cast prayers and spells as though they originate from your animal spirit, provided that your animal spirit is within 120 ft of you. This costs the animal spirit’s action in addition to the magic ability’s normal APC.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morph'''&lt;br /&gt;
|Spell Link&lt;br /&gt;
|Gain the Morph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Morph.''' Spend 1 AP for your animal spirit to take on a new form, choosing from any of the other animal spirit forms.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit II'''&lt;br /&gt;
|Morph&lt;br /&gt;
|You may have two animal spirits active at one time, and they may be the same or different types. If you would summon a third animal spirit, choose which previous spirit disappears.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology II'''&lt;br /&gt;
|Animal Spirit II&lt;br /&gt;
|You may use Manifest Mythology upon completing a Recoup. The bonus to your skills increases to +4.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bestial Awareness'''&lt;br /&gt;
|Manifest Mythology II&lt;br /&gt;
|When you Catch your Breath, you may spend 5 SP to become supernaturally aware of the natural world around you. You learn if the number of creatures with the abominable, beast, fiend, monstrosity, and/or undead tags within a 2 mile radius of you is less than typical, more than typical, or typical.&lt;br /&gt;
Additionally, gain +4 Skill Points that you may spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Team Effort'''&lt;br /&gt;
|Bestial Awareness&lt;br /&gt;
|When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use its Move action.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwhelm'''&lt;br /&gt;
|Team Effort&lt;br /&gt;
|Gain the Overwhelm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwhelm (2/Rest).''' Your animal spirit gains a new action.&lt;br /&gt;
&lt;br /&gt;
Your Overwhelm ability’s range, target defense, and damage depends on which animal spirit is active. The Overwhelm ability originates from you or your animal spirit. X = your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Avian:''' ''15 ft Cone Natural Weapon:'' +X vs REF. '''Hit:''' 6d4 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' ''10 ft Radius Natural Weapon:'' +X vs WILL. '''Hit:''' 6d4 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' ''30 ft Line Natural Weapon:'' +X vs FORT. '''Hit:''' 6d6 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' ''Reach 5 ft Natural Weapon:'' +X vs ANT. 6d8 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spiritual Summons II'''&lt;br /&gt;
|Overwhelm&lt;br /&gt;
|Spiritual Summons becomes 1⁄2 CHA/Rest. When you use Spiritual Summons, you or a creature that you touch gains Shield HP equal to the number of talents you have with the mythological domain tag.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology III'''&lt;br /&gt;
|Spiritual Summons II&lt;br /&gt;
|You may use Manifest Mythology upon a Recoup. The bonus to your skills increases to +6 and can now exceed your +20 skill cap.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit III'''&lt;br /&gt;
|Manifest Mythology III&lt;br /&gt;
|Animal Spirit becomes 1⁄2 CHA/Recoup (min 2). &lt;br /&gt;
You may have three animal spirits active at one time, and they may be the same or different types.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Team Effort II'''&lt;br /&gt;
|Animal Spirit III&lt;br /&gt;
|Team Effort becomes: When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use one of its actions that does not involve making an attack roll.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mythological Myriad'''&lt;br /&gt;
|Team Effort II&lt;br /&gt;
|Your connection with mythological animals is unparalleled. You are almost never seen without one.&lt;br /&gt;
You may now spend 1 AP to allow your animal spirit to make its attack. You may have a number of animal spirits active at one time equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Animal Spirit becomes CHA/Recoup.&lt;br /&gt;
|''Cleric, Mythological Domain, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Laurel_of_Stars&amp;diff=14126</id>
		<title>Laurel of Stars</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Laurel_of_Stars&amp;diff=14126"/>
		<updated>2026-01-19T15:16:40Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== '''Laurel of Stars''' ==&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Divine]] Spell, Evoking''&lt;br /&gt;
|-&lt;br /&gt;
|'''APC:''' 6&lt;br /&gt;
|-&lt;br /&gt;
|'''SPC:''' 24&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' Self&lt;br /&gt;
|-&lt;br /&gt;
|'''Requires:''' Gesture, Verbal&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' 10 minutes &lt;br /&gt;
|-&lt;br /&gt;
!Spell Description&lt;br /&gt;
|-&lt;br /&gt;
|When you complete the casting of this spell, twelve miniature stars burst alight around you, orbiting your head. The stars shed bright light for 10 ft and dim light for 10 ft beyond that. For every three stars around you, you gain +1 to all of your defenses.&lt;br /&gt;
While you still have stars orbiting you, you may spend 1 AP to hurl one of your stars up to 80 ft at a creature of your choice. Make a magic attack targeting a creature’s REF. On a hit, deal 1d10 radiant damage.&lt;br /&gt;
|}&lt;br /&gt;
[[Divine Spells|[Back to Divine Magic]]]&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Divine_Spells&amp;diff=14125</id>
		<title>Divine Spells</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Divine_Spells&amp;diff=14125"/>
		<updated>2026-01-19T15:16:21Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Divine Spells''' ==&lt;br /&gt;
All of the Spells in this section have the &amp;quot;[[Divine]] Spell&amp;quot; Tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!SPC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|[[Angel Wings|'''Angel Wings''']]&lt;br /&gt;
|''Sacrament''&lt;br /&gt;
| Evoking&lt;br /&gt;
|4&lt;br /&gt;
|32&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor of Starlight|'''Armor of Starlight''']]&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|4&lt;br /&gt;
|30&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Banish]]'''&lt;br /&gt;
|''Conjuring 4''&lt;br /&gt;
|Summoning &lt;br /&gt;
|18&lt;br /&gt;
|40&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Verbal, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Brimstone Boulder|'''Brimstone Boulder''']]&lt;br /&gt;
|''Sacrament, Conjuring 1''&lt;br /&gt;
|Summoning&lt;br /&gt;
|6&lt;br /&gt;
|40&lt;br /&gt;
|10 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 minute &lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Brimstone Shockwave|'''Brimstone Shockwave''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|4&lt;br /&gt;
|24&lt;br /&gt;
|30 ft cone&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 minute&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Brooding Darkness|'''Brooding Darkness''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|120 ft&lt;br /&gt;
|Gesture, Verbal, Line of Effect&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Burial]]'''&lt;br /&gt;
|''Sacrament''&lt;br /&gt;
|Altering&lt;br /&gt;
|5&lt;br /&gt;
|22&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|10 minutes &lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Burst of Healing]]'''&lt;br /&gt;
|''Sacrament''&lt;br /&gt;
|Evoking&lt;br /&gt;
|4&lt;br /&gt;
|20&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Celestial Form|'''Celestial Form''']]&lt;br /&gt;
|''Sacrament, Conjuring 3''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|8&lt;br /&gt;
|50&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Censure]]''' &lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 round &lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Commandment]]'''&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Compel Truth|'''Compel Truth''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Curative Word]]'''&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Damnation]]'''&lt;br /&gt;
|''Conjuring 3''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|12&lt;br /&gt;
|18&lt;br /&gt;
|120 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Indefinite &lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Daylight]]'''&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|300 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decree]]''' &lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|24&lt;br /&gt;
|80 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|30 seconds&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Demoralize]]'''&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|5&lt;br /&gt;
|16&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Detect Thoughts|'''Detect Thoughts''']]&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|30 ft&lt;br /&gt;
|Visual&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Detect Threat|'''Detect Threat''']]&lt;br /&gt;
|''Conjuring 5''&lt;br /&gt;
|Divining &lt;br /&gt;
|30&lt;br /&gt;
|8&lt;br /&gt;
|15 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Divine Challenge|'''Divine Challenge''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Funeral Rite]]'''&lt;br /&gt;
|''Conjuring 1''&lt;br /&gt;
|Warding&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|Self (60 ft radius)&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 week &lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Glory]]'''&lt;br /&gt;
|''Conjuring 1''&lt;br /&gt;
|Illusory&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 minute &lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Healing Touch|'''Healing Touch''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavenly Fire|'''Heavenly Fire''']]&lt;br /&gt;
|''Sacrament, Conjuring 1''&lt;br /&gt;
|Evoking&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|100 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Heroism]]'''&lt;br /&gt;
|''Sacrament''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Inspire Fervor]]'''&lt;br /&gt;
|''Conjuring 1''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|8&lt;br /&gt;
|15&lt;br /&gt;
|20 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Intervene]]''' &lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|Special&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Keep Standing|'''Keep Standing''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|3&lt;br /&gt;
|20 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Laurel of Stars|'''Laurel of Stars''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|6&lt;br /&gt;
|24&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Levitation]]'''&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|32&lt;br /&gt;
|20 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Light and Shadow|'''Light and Shadow''']]&lt;br /&gt;
|&lt;br /&gt;
|Illusory&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|80 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Minor Blessing|'''Minor Blessing''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Miracle]]'''&lt;br /&gt;
|''Conguring 10''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|150&lt;br /&gt;
|Indefinite&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Miraculous Luck|'''Miraculous Luck''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|20&lt;br /&gt;
|80 ft&lt;br /&gt;
|Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Miraculous Word|'''Miraculous Word''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|6&lt;br /&gt;
|60&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Order]]''' &lt;br /&gt;
|''Sacrament''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|6&lt;br /&gt;
|24&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Radiance of the Dawn|'''Radiance of the Dawn''']]&lt;br /&gt;
|''Sacrament''&lt;br /&gt;
|Evoking&lt;br /&gt;
|6&lt;br /&gt;
|20&lt;br /&gt;
|60 ft cone&lt;br /&gt;
|Gesture, Line of Effect&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Radiant Word|'''Radiant Word''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|4&lt;br /&gt;
|30&lt;br /&gt;
|120 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Refocus]]'''&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Revitalize]]''' &lt;br /&gt;
|''Sacrament, Conjuring 3''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|15&lt;br /&gt;
|5&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Salvation]]''' &lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|1&lt;br /&gt;
|80&lt;br /&gt;
|300 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Sanctuary]]'''&lt;br /&gt;
|''Conjuring 10''&lt;br /&gt;
|Warding&lt;br /&gt;
|30&lt;br /&gt;
|14&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|4 hours &lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Searing Radiance|'''Searing Radiance''']]&lt;br /&gt;
|''Conjuring 3''&lt;br /&gt;
|Evoking&lt;br /&gt;
|15&lt;br /&gt;
|20&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[See Invisibility|'''See Invisibility''']]&lt;br /&gt;
|''Conjuring 6''&lt;br /&gt;
|Divining&lt;br /&gt;
|24&lt;br /&gt;
|12&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Shield of Divinity|'''Shield of Divinity''']]&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|4&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Shining Bolt|'''Shining Bolt''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|80 ft&lt;br /&gt;
|Gesture, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlight Nebula|'''Starlight Nebula''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|80 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Sympathy]]'''&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|30 ft&lt;br /&gt;
|Visual&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Tovare's Tears]]'''&lt;br /&gt;
|''Conjuring 2''&lt;br /&gt;
|Evoking&lt;br /&gt;
|7&lt;br /&gt;
|36&lt;br /&gt;
|300 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 minute &lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Walk on Water|'''Walk on Water''']]&lt;br /&gt;
|''Conjuring 2''&lt;br /&gt;
|Altering&lt;br /&gt;
|12&lt;br /&gt;
|30&lt;br /&gt;
|15 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Wings Like Eagles]]'''&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|10&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|Instantaneous &lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Divine Prayers''' ==&lt;br /&gt;
All of the Spells in this section have the &amp;quot;Divine Prayer&amp;quot; Tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Amplify]]''' &lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Candle of Faith]]'''&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|1&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Celestial Grace|'''Celestial Grace''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|15 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Gentle Whisper]]'''&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|1&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Graceful Poise|'''Graceful Poise''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|2&lt;br /&gt;
|20 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Guide]]''' &lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|Touch&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Light Burst|'''Light Burst''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|3&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture &lt;br /&gt;
| Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Sacred Flare|'''Sacred Flare''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|2&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual, Line of Effect&lt;br /&gt;
| Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Stabilizing Touch|'''Stabilizing Touch''']]&lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|2&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
| Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Twinkling Lights|'''Twinkling Lights''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Divine Rituals''' ==&lt;br /&gt;
All of the Spells in this section have the &amp;quot;Divine Ritual&amp;quot; Tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!PreReq &lt;br /&gt;
!Liturgy APC&lt;br /&gt;
!Liturgy SPC&lt;br /&gt;
!Casting Time&lt;br /&gt;
!Range&lt;br /&gt;
!Recharge &lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Altar]]'''&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|Divine Power 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|Touch&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|24 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Calming Presence|'''Calming Presence''']]&lt;br /&gt;
|''Liturgy''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|30 ft&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Commune]]'''&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|Divine Power 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2 hours, which can be part of a Recoup&lt;br /&gt;
|Self&lt;br /&gt;
|1 week&lt;br /&gt;
|1d20 + (magic attribute) minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Undead|'''Create Undead''']]&lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|Divine Power 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10 minutes per corpse, up to 30 minutes&lt;br /&gt;
|15 ft&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Empathy]]'''&lt;br /&gt;
| ''Liturgy''&lt;br /&gt;
|Warding&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|30 ft&lt;br /&gt;
|Catch Breath&lt;br /&gt;
|8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Epistle]]'''&lt;br /&gt;
|''Liturgy''&lt;br /&gt;
|Divining&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|10 minutes&lt;br /&gt;
|Indefinite&lt;br /&gt;
|Recoup&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Exorcism]]'''&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|30 minutes&lt;br /&gt;
|Touch&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Greater Restoration|'''Greater Restoration''']]&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|Divine Power 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4 hours&lt;br /&gt;
|Touch&lt;br /&gt;
|1 week&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hallow]]'''&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|Divine Power 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24 hours&lt;br /&gt;
|Touch&lt;br /&gt;
|1 week&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Heaven-Touched]]'''&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|Touch&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|4 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Holy Tempering|'''Holy Tempering''']]&lt;br /&gt;
|''Liturgy''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Divine Power 3&lt;br /&gt;
|6&lt;br /&gt;
|20&lt;br /&gt;
|30 minutes, which can be part of a Recoup&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|4 hours&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Holy Weapon|'''Holy Weapon''']]&lt;br /&gt;
|&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Divine Power 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|Touch&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Immunity]]'''&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|Divine Power 24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup&lt;br /&gt;
|Touch&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Lesser Restoration]]'''&lt;br /&gt;
|''Liturgy''&lt;br /&gt;
|Warding&lt;br /&gt;
|Divine Power 7&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|1 hour&lt;br /&gt;
|Touch&lt;br /&gt;
|1 week&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Merriment]]'''&lt;br /&gt;
|&lt;br /&gt;
|Alchemy&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup&lt;br /&gt;
|30 ft &lt;br /&gt;
|Take a Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Plague]]'''&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|Divine Power 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|Sight&lt;br /&gt;
|1 week&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Portent]]'''&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|Divine Power 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|Self&lt;br /&gt;
|1 week&lt;br /&gt;
|24 Hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Prayer of Healing|'''Prayer of Healing''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|Divine Power 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|30 minutes, which can be part of a Recoup&lt;br /&gt;
|30 ft&lt;br /&gt;
|Take a Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Precognition]]'''&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup &lt;br /&gt;
|Touch&lt;br /&gt;
|Recoup&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Providence]]'''&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|Divine Power 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup &lt;br /&gt;
|Self&lt;br /&gt;
|1 week&lt;br /&gt;
|24 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Purify]]'''&lt;br /&gt;
|''Liturgy''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Divine Power 12&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|10 ft&lt;br /&gt;
|1 week&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Regeneration]]'''&lt;br /&gt;
|&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Divine Power 16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24 hours&lt;br /&gt;
|Touch&lt;br /&gt;
|1 week&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Reincarnation]]'''&lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|Divine Power 24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|12 hours&lt;br /&gt;
|Touch&lt;br /&gt;
|1 year&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Resistance]]'''&lt;br /&gt;
|''Liturgy''&lt;br /&gt;
|Warding&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|Self&lt;br /&gt;
|Recoup&lt;br /&gt;
|2 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Resurrection]]'''&lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|Divine Power 24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24 hours&lt;br /&gt;
|Touch&lt;br /&gt;
|1 year&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Revive]]'''&lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|Divine Power 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|Touch&lt;br /&gt;
|1 week&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14124</id>
		<title>Errata and Changelog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14124"/>
		<updated>2026-01-19T15:15:43Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ __NOTOC__&lt;br /&gt;
== Core Rule Book v1.2 ==&lt;br /&gt;
8.27.25 - The Wiki is currently fully up to date to CRB v1.2&lt;br /&gt;
&lt;br /&gt;
==== Lineages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Lineage&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Urkou&lt;br /&gt;
|Parental Instinct: Sacrificial Protector made 2/Catch Breath&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BOPS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Sailor Profession&lt;br /&gt;
|Singing corrected to Entertaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Stack&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Cleric&lt;br /&gt;
|Divine Icon: Light: Illumine&lt;br /&gt;
|Corrected to Level 1 Icon&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy Focus&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Ranger&lt;br /&gt;
|Primeval Warden&lt;br /&gt;
|Corrected to Primal Warden&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Occultist&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Vessel&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Showdown&lt;br /&gt;
|Corrected &amp;quot;equal to your AWR&amp;quot; to &amp;quot;equal to your ANT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|10.19.25&lt;br /&gt;
|Troubadour&lt;br /&gt;
|Encore Track&lt;br /&gt;
|Jester tag removed&lt;br /&gt;
|-&lt;br /&gt;
|10.21.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|Prereq corrected to Archery Focus&lt;br /&gt;
|-&lt;br /&gt;
|12.13.25&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Corrected to profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|7.1.25&lt;br /&gt;
|LOG calculation&lt;br /&gt;
|Corrected to 10+INT&lt;br /&gt;
|-&lt;br /&gt;
|8.1.25&lt;br /&gt;
|Deities&lt;br /&gt;
|Pashak Conclave fixed to Shimbar Conclave&lt;br /&gt;
|-&lt;br /&gt;
|8.2.25&lt;br /&gt;
|Psionic Spell - Foresight&lt;br /&gt;
|Duration corrected to 8 hours&lt;br /&gt;
|-&lt;br /&gt;
|8.24.25&lt;br /&gt;
|Goodwill Table&lt;br /&gt;
|Updated to match MCG&lt;br /&gt;
|-&lt;br /&gt;
|8.29.25&lt;br /&gt;
|Splendor of the Exiles&lt;br /&gt;
|Number of creatures specified&lt;br /&gt;
|-&lt;br /&gt;
|12.21.25&lt;br /&gt;
|Any spells with &amp;quot;Enhance&amp;quot;&lt;br /&gt;
|Removed &amp;quot;Enhance,&amp;quot; reworked text. No mechanical impact.&lt;br /&gt;
|-&lt;br /&gt;
|1.19.26&lt;br /&gt;
|Laurel of Stars&lt;br /&gt;
|Corrected Magic Function&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creature Compendium ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Creature &lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|11.30.23&lt;br /&gt;
|N/A&lt;br /&gt;
|Text Correction. ML x 2 = Party Level or Party Level/2 = ML&lt;br /&gt;
|-&lt;br /&gt;
|12.22.23&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|[[Bone Hag]] &amp;quot;[[Steal Spell]]&amp;quot; adjusted to &amp;quot;[[Contest Spell]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Dex modifiers corrected for Colossal and Titan sized creatures&lt;br /&gt;
|-&lt;br /&gt;
|1.9.24&lt;br /&gt;
|Chosen&lt;br /&gt;
|[[Chosen]] shaken ability clarified&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Shambling Grim&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Weeping Hollow&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|2.8.24&lt;br /&gt;
|Multiple&lt;br /&gt;
|All creatures Gargantuan or larger have the [[Giant]] tag.&lt;br /&gt;
|-&lt;br /&gt;
|4.3.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Hag (Bone) corrected to Hag (Bog) in [[Primal]] Type Chart&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|[[Bogwallower]] resist updated&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chamrosh&lt;br /&gt;
|Range of [[Chamrosh]] Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Range of [[Chosen Boatswain]] Claw&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Captain&lt;br /&gt;
|Range of [[Chosen Captain]] Claw and Cutlass&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Range of [[Chosen Crewmate]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Chosen Boatswain's Share Secrets specified to be until the targets next turn ends. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Chosen Crewmate's Share Secrets specified to be until the targets next turn ends.&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Chosen Deckhand corrected to Chosen Crewmate in Monster by Type and Monster by Environment charts&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Clikkiri Soldier&lt;br /&gt;
|Range of Clikkiri [[Soldier]]'s Pincer specified &lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Crepit&lt;br /&gt;
|Range of [[Crepit]] Scratch and Strangle specified&lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Death Knight&lt;br /&gt;
|Range of Death [[Knight]] Greatsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|[[Bonewraith]] Growing Horde adjusted from immediate to after a Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether abilities specified until end of next turn&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether reaction adjusted so Bonewraith takes [[damage]] as well&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Range of [[Amanojaku]] Possess specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Grash&lt;br /&gt;
|Range of [[Grash]] Beak and Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Gretchling&lt;br /&gt;
|Range of [[Gretchling]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Kriflock&lt;br /&gt;
|[[Kriflock]] LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Narai&lt;br /&gt;
|[[Narai]] ANT fixed&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Nue&lt;br /&gt;
|Nue skill changed from Climbing to Athletics&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Beasian Boils]] adjusted to Very Rare&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Revenant&lt;br /&gt;
|Range of [[Revenant]] Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Added Shapechanger table to types&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Death Soldier&lt;br /&gt;
|Range of [[Death Soldier]] Longsword and Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Skeleton&lt;br /&gt;
|Range of [[Skeleton]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Night Hag&lt;br /&gt;
|Shapechanger tag added to [[Night Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Shapechanger tag added to [[Bog Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Naga&lt;br /&gt;
|Shapechanger tag added to [[Naga]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Shaitan&lt;br /&gt;
|[[Shaitan]] Longsword changed to Katana and text adjusted&lt;br /&gt;
|-&lt;br /&gt;
|4.21.24&lt;br /&gt;
|Mycosian&lt;br /&gt;
|[[Mycosian]] added to Fightfae fear table&lt;br /&gt;
|-&lt;br /&gt;
|4.22.24&lt;br /&gt;
|Tooth Tyrant&lt;br /&gt;
|[[Tooth Tyrant]] has no Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Tzel&lt;br /&gt;
|Range of [[Tzel]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vetala&lt;br /&gt;
|Range of [[Vetala]] Vampiric Touch specified &lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vodyanoy&lt;br /&gt;
|Range of [[Vodyanoy]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|[[Coastal Warden]] Log and Will corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Clay Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Stone Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Ghul&lt;br /&gt;
|Shapechanger tag added to [[Ghul]]. Ghul also added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wicker Man&lt;br /&gt;
|Range of [[Wicker Man]] Burning Embrace specified&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wyvern Wyrmling&lt;br /&gt;
|Range of [[Wyvern]] [[Wyrmling]] Bite and Claws specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Tundra Warden&lt;br /&gt;
|[[Tundra Warden]] HP and AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Thug&lt;br /&gt;
|[[Thug]] AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Frog&lt;br /&gt;
|[[Dire Frog]] ANT and LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Brown Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Knight Errant&lt;br /&gt;
|[[Knight Errant]] Exploit text corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Physician&lt;br /&gt;
|Range of [[Physician]] Scalpel specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Forest Witch&lt;br /&gt;
|[[Forest Witch]] casting attribute corrected and Forest Magic renamed/corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Dragonfolk&lt;br /&gt;
|Range of [[Dragonfolk]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Demonologist&lt;br /&gt;
|Range of [[Demonologist]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Swarm of Crustaceans&lt;br /&gt;
|[[Swarm of Crustaceans]] given swim speed&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Greater Mage&lt;br /&gt;
|Greater [[Mage]] given Contest Spell reaction&lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bloodoak Host&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Scarecrow&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|Gave value to Vulnerable Cold for the Bogwallower&lt;br /&gt;
|-&lt;br /&gt;
|11.8.24&lt;br /&gt;
|Fire Elemental&lt;br /&gt;
|Specified Magic Attribute for Fire Elemental&lt;br /&gt;
|-&lt;br /&gt;
|11.18.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampire updated to follow Vampire Template from VotEN&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Iron Slime&lt;br /&gt;
|Iron Slime Resist Slash changed to Resist Sharp&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Morbunegm&lt;br /&gt;
|Morbunegm' s Spew attack DC check corrected &lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Wolf&lt;br /&gt;
|Wolf Growl given a specific distance and limited to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|Primal Spark Enrage Beast distance limited&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Parsor&lt;br /&gt;
|Parsor Primal Sight updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Redefined the Invisible trait&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Primal Senses updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Growl no longer needs to be prepared. &lt;br /&gt;
|-&lt;br /&gt;
|12.16.24&lt;br /&gt;
|Narai Ancient&lt;br /&gt;
|Narai Ancient has 350 HP and has the Narai Penetrating and Electric Body features.&lt;br /&gt;
|-&lt;br /&gt;
|12.25.24&lt;br /&gt;
|Bloodoak Scarecrow&lt;br /&gt;
|Removed Shambling Dead&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Ghul&lt;br /&gt;
|Giant Hyena corrected to Dire Hyena&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Given Invisible Trait, updated Invisibility Feature and Negative Influence Action.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Jungle Warden&lt;br /&gt;
|Poison Secretion corrected to toxic damage&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Wyrd Sage&lt;br /&gt;
|Unravel Spell corrected to Unravel Magic&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Mummy Ashlord&lt;br /&gt;
|1 minute duration clarified on Sandstorm Aura&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MythCrafter's Guide ==&lt;br /&gt;
All pages Updated to Print 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|9.3.25&lt;br /&gt;
|Hatchet of Returning&lt;br /&gt;
|DEX corrected to REF&lt;br /&gt;
|}&lt;br /&gt;
== Other/All ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|[[Legends of MythCraft]]&lt;br /&gt;
|Knack HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Harker's - Vampiric Rejuvination&lt;br /&gt;
|Damage specified to be sharp&lt;br /&gt;
|-&lt;br /&gt;
|2.6.25&lt;br /&gt;
|Harker's - Bull's Head&lt;br /&gt;
|Combat stack corrected to Defense stack.&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Flame Strike&lt;br /&gt;
|Removed Recharge&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Porcine Track&lt;br /&gt;
|Natural Weapon text removed. &lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Jagged Bones and Summon Eyesquito&lt;br /&gt;
|Given Primal Magic tags&lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Flesh Stitcher Manual - Beastial Body + Bestial Body II&lt;br /&gt;
|Chapter 4 changed to Chapter 3&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|M'y'lkkri Lumberer&lt;br /&gt;
|Monstrosity tag changed to Eldritch&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|Shadowlurk&lt;br /&gt;
|END corrected to 0&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Sovereign's Orb&lt;br /&gt;
|Radiant Beacon damage corrected&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Curseblade&lt;br /&gt;
|Imbued Blade III given the correct prerequisites&lt;br /&gt;
|-&lt;br /&gt;
|9.7.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Charlie Level 30 Attributes corrected&lt;br /&gt;
|-&lt;br /&gt;
|9.13.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Grim given Jolt of Life lvl 15, Jolt of Life II lvl 25, Jolt of Life II lvl 29&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Ocularus&lt;br /&gt;
|Can take six Tier 1 actions&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Eyesquito Progenitor&lt;br /&gt;
|Piercing Gaze feature corrected&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Death's Shattered Scythe&lt;br /&gt;
|Soul Collector description updated&lt;br /&gt;
|}&lt;br /&gt;
== Archived Errata ==&lt;br /&gt;
[[CRB v1.1|CRB v1.1.]]&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mind_Palace&amp;diff=14121</id>
		<title>Mind Palace</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mind_Palace&amp;diff=14121"/>
		<updated>2025-12-21T18:22:48Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== '''Mind Palace''' ==&lt;br /&gt;
|-&lt;br /&gt;
|''[[Psionic]]'' ''Spell, Telepathy, Warding, Conjuring 10''&lt;br /&gt;
|-&lt;br /&gt;
|'''APC:''' 30 &lt;br /&gt;
|-&lt;br /&gt;
|'''SPC:''' 150&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' Self&lt;br /&gt;
|-&lt;br /&gt;
|'''Requires:''' Gesture, Verbal&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' Indefinite&lt;br /&gt;
|-&lt;br /&gt;
!Spell Description&lt;br /&gt;
|-&lt;br /&gt;
|Upon completion of conjuring this spell, you create your Mind Palace. This is a metaphysical demiplane within your own mind. You may spend 4 AP to withdraw your consciousness from your body into your Mind Palace, and 4 AP to return from your Mind Palace to your physical body.&lt;br /&gt;
While your consciousness is in the Mind Palace, you do not age and do not need to eat or drink. Any diseases or curses that you are suffering are suppressed while you are in your Mind Palace. If you spend at least 8 hours in your Mind Palace, you gain the benefits of Taking a Rest.&lt;br /&gt;
&lt;br /&gt;
You cannot be targeted by divining magic against your will while in your Mind Palace, but may choose for divining spells to successfully reach you if you desire. You may cast divining magic from your Mind Palace as if you were on the plane occupied by your physical body.&lt;br /&gt;
&lt;br /&gt;
While in your Mind Palace, you gain +5 to all INT checks. &lt;br /&gt;
&lt;br /&gt;
You may choose to destroy your Mind Palace at any point, but doing so requires you to cast the spell again with the intent of undoing it.&lt;br /&gt;
&lt;br /&gt;
If you die while your mind palace is active, you may choose for your Essence to retreat to your Mind Palace and dwell there indefinitely. If you do this, you appear to anyone who travels to your Mind Palace as a spectral form of your living self. You cannot leave the Mind Palace once you do this. If you choose not to do this, then your Mind Palace is destroyed over the next 5d20 days as your soul fades.&lt;br /&gt;
&lt;br /&gt;
Once your Mind Palace is established, you may cast this spell again with a range of “Touch” to allow one additional creature access to the Mind Palace with you.&lt;br /&gt;
&lt;br /&gt;
Creatures added to your Mind Palace gain all of the benefits that this spell confers. Furthermore, you can experience all of the memories of creatures that join your Mind Palace, and they can experience all of your memories.&lt;br /&gt;
|}&lt;br /&gt;
[[Psionic Spells|[Back to Psionic Spells]]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Possession&amp;diff=14120</id>
		<title>Possession</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Possession&amp;diff=14120"/>
		<updated>2025-12-21T18:22:15Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== '''Possession''' ==&lt;br /&gt;
|-&lt;br /&gt;
|''[[Psionic]] Spell, Psychovillainy, Enchanting, Meditation, Conjuring 10''&lt;br /&gt;
|-&lt;br /&gt;
|'''APC:''' 30 &lt;br /&gt;
|-&lt;br /&gt;
|'''SPC:''' 80&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' Sight&lt;br /&gt;
|-&lt;br /&gt;
|'''Requires:''' Gesture, Verbal, Visual&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' 1 hour&lt;br /&gt;
|-&lt;br /&gt;
!Spell Description&lt;br /&gt;
|-&lt;br /&gt;
|Make a magic attack against a creature’s WILL. On a hit, you possess them for the duration. On a fail, then you only possess them for 1 minute. On the possessed creature’s turn, you choose exactly what actions they take.&lt;br /&gt;
You need not maintain sight on the target creature after initially casting this spell, and you can simultaneously experience all sensory input from both your own body and the possessed creature’s body.&lt;br /&gt;
&lt;br /&gt;
If the creature takes psychic damage, you take that damage instead.&lt;br /&gt;
&lt;br /&gt;
If you take any damage, you must immediately make your magic attack against the creature’s WILL again; on a miss, the spell ends early.&lt;br /&gt;
&lt;br /&gt;
At the end of the duration, you may make the magic attack again, targeting their WILL. On a hit, you may spend +20 SP to extend the duration of the spell by 15 minutes.&lt;br /&gt;
&lt;br /&gt;
After this spell ends, you gain Fatigue.&lt;br /&gt;
|}&lt;br /&gt;
[[Psionic Spells|[Back to Psionic Spells]]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Holy_Tempering&amp;diff=14119</id>
		<title>Holy Tempering</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Holy_Tempering&amp;diff=14119"/>
		<updated>2025-12-21T18:21:20Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== '''Holy Tempering''' ==&lt;br /&gt;
|-&lt;br /&gt;
|''[[Divine]] Ritual, Alchemy, Liturgy''&lt;br /&gt;
|-&lt;br /&gt;
|''Prerequisites: Divine Power 3''&lt;br /&gt;
|-&lt;br /&gt;
|'''Casting Time:''' 30 minutes, which can be part of a Recoup&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' Touch&lt;br /&gt;
|-&lt;br /&gt;
|'''Materials:''' 1 melee or reach weapon and 1 flask of holy water&lt;br /&gt;
|-&lt;br /&gt;
|'''Liturgy APC:''' 6 &lt;br /&gt;
|-&lt;br /&gt;
|'''Liturgy SPC:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|'''Recharge:''' Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' 4 hours&lt;br /&gt;
|-&lt;br /&gt;
!Spell Description&lt;br /&gt;
|-&lt;br /&gt;
|For the duration, your weapon is blessed with holy power, giving you the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Whenever a fiend comes within 1,000 ft of you, the weapon glows faintly, shedding dim light for 5 ft.&lt;br /&gt;
* On your turn, you may spend 1 AP to cause your weapon to erupt in radiant flames. Until the end of your current turn, you deal +1d6 radiant [[damage]] on each of your attacks with this weapon.&lt;br /&gt;
&lt;br /&gt;
The color of the dim light and of the flames should reflect your deity. If you cast divine magic but do not follow any specific deity, it glows a vibrant light blue.&lt;br /&gt;
|-&lt;br /&gt;
!Divine Power&lt;br /&gt;
|-&lt;br /&gt;
|Your ritual becomes stronger when you reach higher Divine Power.&lt;br /&gt;
'''Divine Power 12:''' Additional radiant damage becomes 1d10.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Commune&amp;diff=14118</id>
		<title>Commune</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Commune&amp;diff=14118"/>
		<updated>2025-12-21T18:20:25Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== &amp;lt;big&amp;gt;'''Commune'''&amp;lt;/big&amp;gt; ==&lt;br /&gt;
|-&lt;br /&gt;
|''[[Divine]] Ritual, Divining''&lt;br /&gt;
|-&lt;br /&gt;
|''Prerequisite: Divine Power 7''&lt;br /&gt;
|-&lt;br /&gt;
|'''Casting Time:''' 2 hours, which you can do as part of a Recoup&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' Self&lt;br /&gt;
|-&lt;br /&gt;
|'''Materials:''' 10 sc worth of incense, which the ritual consumes&lt;br /&gt;
|-&lt;br /&gt;
|'''Recharge:''' 1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' 1d20 + (magic attribute) minutes&lt;br /&gt;
|-&lt;br /&gt;
!Ritual Description&lt;br /&gt;
|-&lt;br /&gt;
|When you complete casting this ritual, you fall into a trance and become Unconscious for the duration. Roll 1d20 and add your magic attribute; you may have a conversation with a god for a number of minutes less than or equal to that roll. The god is under no compulsion to answer you honestly and can end the conversation early if they choose.&lt;br /&gt;
You may choose to speak with a god for whom you have a Divine Icon; otherwise, you may choose a specific pantheon of gods (such as the Council of Celestials or the Archfae of the Vertumna Conclave), but you cannot choose which specific god you speak to out of that pantheon.&lt;br /&gt;
|-&lt;br /&gt;
!Divine Power&lt;br /&gt;
|-&lt;br /&gt;
|Your ritual becomes stronger when you reach higher Divine Power.&lt;br /&gt;
'''Divine Power 16:''' Recharge becomes daily.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Divine Spells|[Back to Divine Magic]]]&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14117</id>
		<title>Errata and Changelog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14117"/>
		<updated>2025-12-21T18:19:48Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ __NOTOC__&lt;br /&gt;
== Core Rule Book v1.2 ==&lt;br /&gt;
8.27.25 - The Wiki is currently fully up to date to CRB v1.2&lt;br /&gt;
&lt;br /&gt;
==== Lineages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Lineage&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Urkou&lt;br /&gt;
|Parental Instinct: Sacrificial Protector made 2/Catch Breath&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BOPS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Sailor Profession&lt;br /&gt;
|Singing corrected to Entertaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Stack&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Cleric&lt;br /&gt;
|Divine Icon: Light: Illumine&lt;br /&gt;
|Corrected to Level 1 Icon&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy Focus&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Ranger&lt;br /&gt;
|Primeval Warden&lt;br /&gt;
|Corrected to Primal Warden&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Occultist&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Vessel&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Showdown&lt;br /&gt;
|Corrected &amp;quot;equal to your AWR&amp;quot; to &amp;quot;equal to your ANT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|10.19.25&lt;br /&gt;
|Troubadour&lt;br /&gt;
|Encore Track&lt;br /&gt;
|Jester tag removed&lt;br /&gt;
|-&lt;br /&gt;
|10.21.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|Prereq corrected to Archery Focus&lt;br /&gt;
|-&lt;br /&gt;
|12.13.25&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Corrected to profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|7.1.25&lt;br /&gt;
|LOG calculation&lt;br /&gt;
|Corrected to 10+INT&lt;br /&gt;
|-&lt;br /&gt;
|8.1.25&lt;br /&gt;
|Deities&lt;br /&gt;
|Pashak Conclave fixed to Shimbar Conclave&lt;br /&gt;
|-&lt;br /&gt;
|8.2.25&lt;br /&gt;
|Psionic Spell - Foresight&lt;br /&gt;
|Duration corrected to 8 hours&lt;br /&gt;
|-&lt;br /&gt;
|8.24.25&lt;br /&gt;
|Goodwill Table&lt;br /&gt;
|Updated to match MCG&lt;br /&gt;
|-&lt;br /&gt;
|8.29.25&lt;br /&gt;
|Splendor of the Exiles&lt;br /&gt;
|Number of creatures specified&lt;br /&gt;
|-&lt;br /&gt;
|12.21.25&lt;br /&gt;
|Any spells with &amp;quot;Enhance&amp;quot;&lt;br /&gt;
|Removed &amp;quot;Enhance,&amp;quot; reworked text. No mechanical impact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creature Compendium ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Creature &lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|11.30.23&lt;br /&gt;
|N/A&lt;br /&gt;
|Text Correction. ML x 2 = Party Level or Party Level/2 = ML&lt;br /&gt;
|-&lt;br /&gt;
|12.22.23&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|[[Bone Hag]] &amp;quot;[[Steal Spell]]&amp;quot; adjusted to &amp;quot;[[Contest Spell]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Dex modifiers corrected for Colossal and Titan sized creatures&lt;br /&gt;
|-&lt;br /&gt;
|1.9.24&lt;br /&gt;
|Chosen&lt;br /&gt;
|[[Chosen]] shaken ability clarified&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Shambling Grim&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Weeping Hollow&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|2.8.24&lt;br /&gt;
|Multiple&lt;br /&gt;
|All creatures Gargantuan or larger have the [[Giant]] tag.&lt;br /&gt;
|-&lt;br /&gt;
|4.3.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Hag (Bone) corrected to Hag (Bog) in [[Primal]] Type Chart&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|[[Bogwallower]] resist updated&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chamrosh&lt;br /&gt;
|Range of [[Chamrosh]] Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Range of [[Chosen Boatswain]] Claw&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Captain&lt;br /&gt;
|Range of [[Chosen Captain]] Claw and Cutlass&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Range of [[Chosen Crewmate]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Chosen Boatswain's Share Secrets specified to be until the targets next turn ends. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Chosen Crewmate's Share Secrets specified to be until the targets next turn ends.&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Chosen Deckhand corrected to Chosen Crewmate in Monster by Type and Monster by Environment charts&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Clikkiri Soldier&lt;br /&gt;
|Range of Clikkiri [[Soldier]]'s Pincer specified &lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Crepit&lt;br /&gt;
|Range of [[Crepit]] Scratch and Strangle specified&lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Death Knight&lt;br /&gt;
|Range of Death [[Knight]] Greatsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|[[Bonewraith]] Growing Horde adjusted from immediate to after a Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether abilities specified until end of next turn&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether reaction adjusted so Bonewraith takes [[damage]] as well&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Range of [[Amanojaku]] Possess specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Grash&lt;br /&gt;
|Range of [[Grash]] Beak and Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Gretchling&lt;br /&gt;
|Range of [[Gretchling]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Kriflock&lt;br /&gt;
|[[Kriflock]] LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Narai&lt;br /&gt;
|[[Narai]] ANT fixed&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Nue&lt;br /&gt;
|Nue skill changed from Climbing to Athletics&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Beasian Boils]] adjusted to Very Rare&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Revenant&lt;br /&gt;
|Range of [[Revenant]] Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Added Shapechanger table to types&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Death Soldier&lt;br /&gt;
|Range of [[Death Soldier]] Longsword and Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Skeleton&lt;br /&gt;
|Range of [[Skeleton]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Night Hag&lt;br /&gt;
|Shapechanger tag added to [[Night Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Shapechanger tag added to [[Bog Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Naga&lt;br /&gt;
|Shapechanger tag added to [[Naga]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Shaitan&lt;br /&gt;
|[[Shaitan]] Longsword changed to Katana and text adjusted&lt;br /&gt;
|-&lt;br /&gt;
|4.21.24&lt;br /&gt;
|Mycosian&lt;br /&gt;
|[[Mycosian]] added to Fightfae fear table&lt;br /&gt;
|-&lt;br /&gt;
|4.22.24&lt;br /&gt;
|Tooth Tyrant&lt;br /&gt;
|[[Tooth Tyrant]] has no Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Tzel&lt;br /&gt;
|Range of [[Tzel]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vetala&lt;br /&gt;
|Range of [[Vetala]] Vampiric Touch specified &lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vodyanoy&lt;br /&gt;
|Range of [[Vodyanoy]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|[[Coastal Warden]] Log and Will corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Clay Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Stone Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Ghul&lt;br /&gt;
|Shapechanger tag added to [[Ghul]]. Ghul also added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wicker Man&lt;br /&gt;
|Range of [[Wicker Man]] Burning Embrace specified&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wyvern Wyrmling&lt;br /&gt;
|Range of [[Wyvern]] [[Wyrmling]] Bite and Claws specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Tundra Warden&lt;br /&gt;
|[[Tundra Warden]] HP and AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Thug&lt;br /&gt;
|[[Thug]] AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Frog&lt;br /&gt;
|[[Dire Frog]] ANT and LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Brown Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Knight Errant&lt;br /&gt;
|[[Knight Errant]] Exploit text corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Physician&lt;br /&gt;
|Range of [[Physician]] Scalpel specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Forest Witch&lt;br /&gt;
|[[Forest Witch]] casting attribute corrected and Forest Magic renamed/corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Dragonfolk&lt;br /&gt;
|Range of [[Dragonfolk]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Demonologist&lt;br /&gt;
|Range of [[Demonologist]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Swarm of Crustaceans&lt;br /&gt;
|[[Swarm of Crustaceans]] given swim speed&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Greater Mage&lt;br /&gt;
|Greater [[Mage]] given Contest Spell reaction&lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bloodoak Host&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Scarecrow&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|Gave value to Vulnerable Cold for the Bogwallower&lt;br /&gt;
|-&lt;br /&gt;
|11.8.24&lt;br /&gt;
|Fire Elemental&lt;br /&gt;
|Specified Magic Attribute for Fire Elemental&lt;br /&gt;
|-&lt;br /&gt;
|11.18.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampire updated to follow Vampire Template from VotEN&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Iron Slime&lt;br /&gt;
|Iron Slime Resist Slash changed to Resist Sharp&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Morbunegm&lt;br /&gt;
|Morbunegm' s Spew attack DC check corrected &lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Wolf&lt;br /&gt;
|Wolf Growl given a specific distance and limited to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|Primal Spark Enrage Beast distance limited&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Parsor&lt;br /&gt;
|Parsor Primal Sight updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Redefined the Invisible trait&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Primal Senses updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Growl no longer needs to be prepared. &lt;br /&gt;
|-&lt;br /&gt;
|12.16.24&lt;br /&gt;
|Narai Ancient&lt;br /&gt;
|Narai Ancient has 350 HP and has the Narai Penetrating and Electric Body features.&lt;br /&gt;
|-&lt;br /&gt;
|12.25.24&lt;br /&gt;
|Bloodoak Scarecrow&lt;br /&gt;
|Removed Shambling Dead&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Ghul&lt;br /&gt;
|Giant Hyena corrected to Dire Hyena&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Given Invisible Trait, updated Invisibility Feature and Negative Influence Action.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Jungle Warden&lt;br /&gt;
|Poison Secretion corrected to toxic damage&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Wyrd Sage&lt;br /&gt;
|Unravel Spell corrected to Unravel Magic&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Mummy Ashlord&lt;br /&gt;
|1 minute duration clarified on Sandstorm Aura&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MythCrafter's Guide ==&lt;br /&gt;
All pages Updated to Print 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|9.3.25&lt;br /&gt;
|Hatchet of Returning&lt;br /&gt;
|DEX corrected to REF&lt;br /&gt;
|}&lt;br /&gt;
== Other/All ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|[[Legends of MythCraft]]&lt;br /&gt;
|Knack HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Harker's - Vampiric Rejuvination&lt;br /&gt;
|Damage specified to be sharp&lt;br /&gt;
|-&lt;br /&gt;
|2.6.25&lt;br /&gt;
|Harker's - Bull's Head&lt;br /&gt;
|Combat stack corrected to Defense stack.&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Flame Strike&lt;br /&gt;
|Removed Recharge&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Porcine Track&lt;br /&gt;
|Natural Weapon text removed. &lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Jagged Bones and Summon Eyesquito&lt;br /&gt;
|Given Primal Magic tags&lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Flesh Stitcher Manual - Beastial Body + Bestial Body II&lt;br /&gt;
|Chapter 4 changed to Chapter 3&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|M'y'lkkri Lumberer&lt;br /&gt;
|Monstrosity tag changed to Eldritch&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|Shadowlurk&lt;br /&gt;
|END corrected to 0&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Sovereign's Orb&lt;br /&gt;
|Radiant Beacon damage corrected&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Curseblade&lt;br /&gt;
|Imbued Blade III given the correct prerequisites&lt;br /&gt;
|-&lt;br /&gt;
|9.7.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Charlie Level 30 Attributes corrected&lt;br /&gt;
|-&lt;br /&gt;
|9.13.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Grim given Jolt of Life lvl 15, Jolt of Life II lvl 25, Jolt of Life II lvl 29&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Ocularus&lt;br /&gt;
|Can take six Tier 1 actions&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Eyesquito Progenitor&lt;br /&gt;
|Piercing Gaze feature corrected&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Death's Shattered Scythe&lt;br /&gt;
|Soul Collector description updated&lt;br /&gt;
|}&lt;br /&gt;
== Archived Errata ==&lt;br /&gt;
[[CRB v1.1|CRB v1.1.]]&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14116</id>
		<title>Errata and Changelog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14116"/>
		<updated>2025-12-21T18:19:35Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ __NOTOC__&lt;br /&gt;
== Core Rule Book v1.2 ==&lt;br /&gt;
8.27.25 - The Wiki is currently fully up to date to CRB v1.2&lt;br /&gt;
&lt;br /&gt;
==== Lineages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Lineage&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Urkou&lt;br /&gt;
|Parental Instinct: Sacrificial Protector made 2/Catch Breath&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BOPS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Sailor Profession&lt;br /&gt;
|Singing corrected to Entertaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Stack&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Cleric&lt;br /&gt;
|Divine Icon: Light: Illumine&lt;br /&gt;
|Corrected to Level 1 Icon&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy Focus&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Ranger&lt;br /&gt;
|Primeval Warden&lt;br /&gt;
|Corrected to Primal Warden&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Occultist&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Vessel&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Showdown&lt;br /&gt;
|Corrected &amp;quot;equal to your AWR&amp;quot; to &amp;quot;equal to your ANT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|10.19.25&lt;br /&gt;
|Troubadour&lt;br /&gt;
|Encore Track&lt;br /&gt;
|Jester tag removed&lt;br /&gt;
|-&lt;br /&gt;
|10.21.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|Prereq corrected to Archery Focus&lt;br /&gt;
|-&lt;br /&gt;
|12.13.25&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Corrected to profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|7.1.25&lt;br /&gt;
|LOG calculation&lt;br /&gt;
|Corrected to 10+INT&lt;br /&gt;
|-&lt;br /&gt;
|8.1.25&lt;br /&gt;
|Deities&lt;br /&gt;
|Pashak Conclave fixed to Shimbar Conclave&lt;br /&gt;
|-&lt;br /&gt;
|8.2.25&lt;br /&gt;
|Psionic Spell - Foresight&lt;br /&gt;
|Duration corrected to 8 hours&lt;br /&gt;
|-&lt;br /&gt;
|8.24.25&lt;br /&gt;
|Goodwill Table&lt;br /&gt;
|Updated to match MCG&lt;br /&gt;
|-&lt;br /&gt;
|8.29.25&lt;br /&gt;
|Splendor of the Exiles&lt;br /&gt;
|Number of creatures specified&lt;br /&gt;
|-&lt;br /&gt;
|12.21.2025&lt;br /&gt;
|Any spells with &amp;quot;Enhance&amp;quot;&lt;br /&gt;
|Removed &amp;quot;Enhance,&amp;quot; reworked text. No mechanical impact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creature Compendium ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Creature &lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|11.30.23&lt;br /&gt;
|N/A&lt;br /&gt;
|Text Correction. ML x 2 = Party Level or Party Level/2 = ML&lt;br /&gt;
|-&lt;br /&gt;
|12.22.23&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|[[Bone Hag]] &amp;quot;[[Steal Spell]]&amp;quot; adjusted to &amp;quot;[[Contest Spell]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Dex modifiers corrected for Colossal and Titan sized creatures&lt;br /&gt;
|-&lt;br /&gt;
|1.9.24&lt;br /&gt;
|Chosen&lt;br /&gt;
|[[Chosen]] shaken ability clarified&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Shambling Grim&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Weeping Hollow&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|2.8.24&lt;br /&gt;
|Multiple&lt;br /&gt;
|All creatures Gargantuan or larger have the [[Giant]] tag.&lt;br /&gt;
|-&lt;br /&gt;
|4.3.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Hag (Bone) corrected to Hag (Bog) in [[Primal]] Type Chart&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|[[Bogwallower]] resist updated&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chamrosh&lt;br /&gt;
|Range of [[Chamrosh]] Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Range of [[Chosen Boatswain]] Claw&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Captain&lt;br /&gt;
|Range of [[Chosen Captain]] Claw and Cutlass&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Range of [[Chosen Crewmate]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Chosen Boatswain's Share Secrets specified to be until the targets next turn ends. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Chosen Crewmate's Share Secrets specified to be until the targets next turn ends.&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Chosen Deckhand corrected to Chosen Crewmate in Monster by Type and Monster by Environment charts&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Clikkiri Soldier&lt;br /&gt;
|Range of Clikkiri [[Soldier]]'s Pincer specified &lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Crepit&lt;br /&gt;
|Range of [[Crepit]] Scratch and Strangle specified&lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Death Knight&lt;br /&gt;
|Range of Death [[Knight]] Greatsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|[[Bonewraith]] Growing Horde adjusted from immediate to after a Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether abilities specified until end of next turn&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether reaction adjusted so Bonewraith takes [[damage]] as well&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Range of [[Amanojaku]] Possess specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Grash&lt;br /&gt;
|Range of [[Grash]] Beak and Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Gretchling&lt;br /&gt;
|Range of [[Gretchling]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Kriflock&lt;br /&gt;
|[[Kriflock]] LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Narai&lt;br /&gt;
|[[Narai]] ANT fixed&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Nue&lt;br /&gt;
|Nue skill changed from Climbing to Athletics&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Beasian Boils]] adjusted to Very Rare&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Revenant&lt;br /&gt;
|Range of [[Revenant]] Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Added Shapechanger table to types&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Death Soldier&lt;br /&gt;
|Range of [[Death Soldier]] Longsword and Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Skeleton&lt;br /&gt;
|Range of [[Skeleton]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Night Hag&lt;br /&gt;
|Shapechanger tag added to [[Night Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Shapechanger tag added to [[Bog Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Naga&lt;br /&gt;
|Shapechanger tag added to [[Naga]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Shaitan&lt;br /&gt;
|[[Shaitan]] Longsword changed to Katana and text adjusted&lt;br /&gt;
|-&lt;br /&gt;
|4.21.24&lt;br /&gt;
|Mycosian&lt;br /&gt;
|[[Mycosian]] added to Fightfae fear table&lt;br /&gt;
|-&lt;br /&gt;
|4.22.24&lt;br /&gt;
|Tooth Tyrant&lt;br /&gt;
|[[Tooth Tyrant]] has no Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Tzel&lt;br /&gt;
|Range of [[Tzel]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vetala&lt;br /&gt;
|Range of [[Vetala]] Vampiric Touch specified &lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vodyanoy&lt;br /&gt;
|Range of [[Vodyanoy]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|[[Coastal Warden]] Log and Will corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Clay Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Stone Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Ghul&lt;br /&gt;
|Shapechanger tag added to [[Ghul]]. Ghul also added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wicker Man&lt;br /&gt;
|Range of [[Wicker Man]] Burning Embrace specified&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wyvern Wyrmling&lt;br /&gt;
|Range of [[Wyvern]] [[Wyrmling]] Bite and Claws specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Tundra Warden&lt;br /&gt;
|[[Tundra Warden]] HP and AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Thug&lt;br /&gt;
|[[Thug]] AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Frog&lt;br /&gt;
|[[Dire Frog]] ANT and LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Brown Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Knight Errant&lt;br /&gt;
|[[Knight Errant]] Exploit text corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Physician&lt;br /&gt;
|Range of [[Physician]] Scalpel specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Forest Witch&lt;br /&gt;
|[[Forest Witch]] casting attribute corrected and Forest Magic renamed/corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Dragonfolk&lt;br /&gt;
|Range of [[Dragonfolk]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Demonologist&lt;br /&gt;
|Range of [[Demonologist]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Swarm of Crustaceans&lt;br /&gt;
|[[Swarm of Crustaceans]] given swim speed&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Greater Mage&lt;br /&gt;
|Greater [[Mage]] given Contest Spell reaction&lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bloodoak Host&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Scarecrow&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|Gave value to Vulnerable Cold for the Bogwallower&lt;br /&gt;
|-&lt;br /&gt;
|11.8.24&lt;br /&gt;
|Fire Elemental&lt;br /&gt;
|Specified Magic Attribute for Fire Elemental&lt;br /&gt;
|-&lt;br /&gt;
|11.18.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampire updated to follow Vampire Template from VotEN&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Iron Slime&lt;br /&gt;
|Iron Slime Resist Slash changed to Resist Sharp&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Morbunegm&lt;br /&gt;
|Morbunegm' s Spew attack DC check corrected &lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Wolf&lt;br /&gt;
|Wolf Growl given a specific distance and limited to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|Primal Spark Enrage Beast distance limited&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Parsor&lt;br /&gt;
|Parsor Primal Sight updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Redefined the Invisible trait&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Primal Senses updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Growl no longer needs to be prepared. &lt;br /&gt;
|-&lt;br /&gt;
|12.16.24&lt;br /&gt;
|Narai Ancient&lt;br /&gt;
|Narai Ancient has 350 HP and has the Narai Penetrating and Electric Body features.&lt;br /&gt;
|-&lt;br /&gt;
|12.25.24&lt;br /&gt;
|Bloodoak Scarecrow&lt;br /&gt;
|Removed Shambling Dead&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Ghul&lt;br /&gt;
|Giant Hyena corrected to Dire Hyena&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Given Invisible Trait, updated Invisibility Feature and Negative Influence Action.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Jungle Warden&lt;br /&gt;
|Poison Secretion corrected to toxic damage&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Wyrd Sage&lt;br /&gt;
|Unravel Spell corrected to Unravel Magic&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Mummy Ashlord&lt;br /&gt;
|1 minute duration clarified on Sandstorm Aura&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MythCrafter's Guide ==&lt;br /&gt;
All pages Updated to Print 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|9.3.25&lt;br /&gt;
|Hatchet of Returning&lt;br /&gt;
|DEX corrected to REF&lt;br /&gt;
|}&lt;br /&gt;
== Other/All ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|[[Legends of MythCraft]]&lt;br /&gt;
|Knack HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Harker's - Vampiric Rejuvination&lt;br /&gt;
|Damage specified to be sharp&lt;br /&gt;
|-&lt;br /&gt;
|2.6.25&lt;br /&gt;
|Harker's - Bull's Head&lt;br /&gt;
|Combat stack corrected to Defense stack.&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Flame Strike&lt;br /&gt;
|Removed Recharge&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Porcine Track&lt;br /&gt;
|Natural Weapon text removed. &lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Jagged Bones and Summon Eyesquito&lt;br /&gt;
|Given Primal Magic tags&lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Flesh Stitcher Manual - Beastial Body + Bestial Body II&lt;br /&gt;
|Chapter 4 changed to Chapter 3&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|M'y'lkkri Lumberer&lt;br /&gt;
|Monstrosity tag changed to Eldritch&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|Shadowlurk&lt;br /&gt;
|END corrected to 0&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Sovereign's Orb&lt;br /&gt;
|Radiant Beacon damage corrected&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Curseblade&lt;br /&gt;
|Imbued Blade III given the correct prerequisites&lt;br /&gt;
|-&lt;br /&gt;
|9.7.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Charlie Level 30 Attributes corrected&lt;br /&gt;
|-&lt;br /&gt;
|9.13.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Grim given Jolt of Life lvl 15, Jolt of Life II lvl 25, Jolt of Life II lvl 29&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Ocularus&lt;br /&gt;
|Can take six Tier 1 actions&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Eyesquito Progenitor&lt;br /&gt;
|Piercing Gaze feature corrected&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Death's Shattered Scythe&lt;br /&gt;
|Soul Collector description updated&lt;br /&gt;
|}&lt;br /&gt;
== Archived Errata ==&lt;br /&gt;
[[CRB v1.1|CRB v1.1.]]&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Create_Undead&amp;diff=14115</id>
		<title>Create Undead</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Create_Undead&amp;diff=14115"/>
		<updated>2025-12-21T18:17:31Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== &amp;lt;big&amp;gt;'''Create Undead'''&amp;lt;/big&amp;gt; ==&lt;br /&gt;
|-&lt;br /&gt;
|''[[Divine]] Ritual, Necromancy''&lt;br /&gt;
|-&lt;br /&gt;
|''Prerequisites: Divine Power 7''&lt;br /&gt;
|-&lt;br /&gt;
|'''Casting Time:''' 10 minutes per corpse, up to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' 15 ft&lt;br /&gt;
|-&lt;br /&gt;
|'''Materials:''' 1, 2, or 3 corpses&lt;br /&gt;
|-&lt;br /&gt;
|'''Recharge:''' Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Ritual Description&lt;br /&gt;
|-&lt;br /&gt;
|Upon the completion of this ritual, each corpse that you target becomes a [[Skeleton]] or [[Zombie]] (your choice each time). These undead are under your control and follow your nonverbal commands while you are within 500 ft of them.&lt;br /&gt;
Each time you Take a Rest and have undead under your command, you must make a magic attack against each undead’s WILL. On a miss, then they are no longer beholden to your commands.&lt;br /&gt;
&lt;br /&gt;
If you cast this ritual again while you have undead under your control, the old undead immediately gain autonomy as you can only maintain control over the new undead. &lt;br /&gt;
&lt;br /&gt;
Autonomous undead will mindlessly shamble around looking for victims to attack.&lt;br /&gt;
|-&lt;br /&gt;
!Divine Power&lt;br /&gt;
|-&lt;br /&gt;
|Your ritual becomes stronger when you reach higher Divine Power.&lt;br /&gt;
'''Divine Power 12:''' +1 corpse&lt;br /&gt;
&lt;br /&gt;
'''Divine Power 16:''' +1 corpse&lt;br /&gt;
&lt;br /&gt;
'''Divine Power 24:''' +2 corpses&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Divine Spells|[Back to Divine Magic]]]&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Create_Undead&amp;diff=14114</id>
		<title>Create Undead</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Create_Undead&amp;diff=14114"/>
		<updated>2025-12-21T18:17:13Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== &amp;lt;big&amp;gt;'''Create Undead'''&amp;lt;/big&amp;gt; ==&lt;br /&gt;
|-&lt;br /&gt;
|''[[Divine]] Ritual, Necromancy''&lt;br /&gt;
|-&lt;br /&gt;
|''Prerequisites: Divine Power 7''&lt;br /&gt;
|-&lt;br /&gt;
|'''Casting Time:''' 10 minutes per corpse, up to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' 15 ft&lt;br /&gt;
|-&lt;br /&gt;
|'''Materials:''' 1, 2, or 3 corpses&lt;br /&gt;
|-&lt;br /&gt;
|'''Recharge:''' Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Ritual Description&lt;br /&gt;
|-&lt;br /&gt;
|Upon the completion of this ritual, each corpse that you target becomes a [[Skeleton]] or [[Zombie]] (your choice each time). These undead are under your control and follow your nonverbal commands while you are within 500 ft of them.&lt;br /&gt;
Each time you Take a Rest and have undead under your command, you must make a magic attack against each undead’s WILL. On a miss, then they are no longer beholden to your commands.&lt;br /&gt;
&lt;br /&gt;
If you cast this ritual again while you have undead under your control, the old undead immediately gain autonomy as you can only maintain control over the new undead. &lt;br /&gt;
&lt;br /&gt;
Autonomous undead will mindlessly shamble around looking for victims to attack.&lt;br /&gt;
|-&lt;br /&gt;
!Divine Power&lt;br /&gt;
|-&lt;br /&gt;
|Your ritual becomes stronger when you reach higher Divine Power.&lt;br /&gt;
'''Divine Power 12:''' +1 corpse&lt;br /&gt;
'''Divine Power 16:''' +1 corpse&lt;br /&gt;
'''Divine Power 24:''' +2 corpses&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Divine Spells|[Back to Divine Magic]]]&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14113</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14113"/>
		<updated>2025-12-14T04:06:04Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks or magic talents, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.&lt;br /&gt;
&lt;br /&gt;
== Combat Stack ==&lt;br /&gt;
These talents will help you in a variety of combat situations&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Adrenaline Rush'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain the Adrenaline Rush ability. Each time you take this talent again, increase the number of times you can use this ability by 1. You cannot use this ability again while it is already active.&lt;br /&gt;
&lt;br /&gt;
* '''Adrenaline Rush (1/Rest).''' Reduce the APC of your melee weapon attacks by 1 (min 2) for 1 minute.&lt;br /&gt;
|''Combat, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Arterial Precision'''&lt;br /&gt;
|&lt;br /&gt;
|When making a weapon attack, you may choose to suffer a -8 penalty to the attack roll. If you hit, the creature also suffers Bleeding 1d6.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&lt;br /&gt;
|&lt;br /&gt;
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. '''Hit:''' Knock the creature Prone if it is no more than two Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deliberative'''&lt;br /&gt;
|&lt;br /&gt;
|Suffer a -6 penalty to Initiative rolls. If you act last on the first round of combat, you gain +2 AP on your first turn of that combat.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the ability to Exploit.&lt;br /&gt;
&lt;br /&gt;
* '''Exploit.''' (X AP) When a creature within your melee weapon’s reach does one of the following actions, you may spend Reactive AP to make an attack against that creature immediately. The amount of Reactive AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.&lt;br /&gt;
You can Exploit when a creature: &lt;br /&gt;
&lt;br /&gt;
* Moves out of your melee weapon's reach&lt;br /&gt;
* Administers a potion (themselves or feeding it to another creature.)&lt;br /&gt;
* Makes a ranged attack while within your melee weapon's reach&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gutter Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|When you have 0 HP, you gain +1 AP at the start of each of your turns, you can use the Exploit maneuver, and your unarmed damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage while Gutter Fighter is active.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|Exploitative&lt;br /&gt;
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ready Up'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Ready Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ready Up (1/Round).''' You may spend the AP you would normally spend to make a weapon attack or use an ability, but choose not to complete the attack or ability. Instead, specify a triggering event, such as “A hostile creature moves within my line of sight” or “My ally moves within 5 ft of me.” Once the triggering event occurs before the start of your next turn, immediately complete the action that you spent AP to do.&lt;br /&gt;
&lt;br /&gt;
If you use this ability to prepare an expendable ability, and the triggering event does not occur before the start of your next turn, you still expend the use of that ability and its effects are wasted.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Trick Technique'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Sleight of Hand.&lt;br /&gt;
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your ranged weapon attack roll, such as those from Cover or TD, from your damage roll instead of your attack roll.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cool Under Pressure'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not suffer any TD.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Guarded Shot'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Point Blank Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by +1 (e.g., if you crit on a 20, now crit on a 19-20).&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|Gain the Power Shot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Power Shot.''' You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you make your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Critical Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Astounding Critical'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For The Knees'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Bull Rush&lt;br /&gt;
|If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked Prone and you may immediately make another attack against that creature without expending AP.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impale'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit with a two-handed melee weapon that deals sharp damage, make a secondary DEX attack against their FORT. On a hit, the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunistic Crit'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your reactive attack are still met.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Slow And Steady'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 damage on all damage rolls, but can no longer crit. This increases by +1 at levels 10, 20, and 30 to a max of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise, LUCK 2&lt;br /&gt;
|While you have 0 Luck Points, your crit range is increased by +1 with weapons if you have Weapon Expertise with those weapons.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dual Wielding Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Basic Dual Wield'''&lt;br /&gt;
|&lt;br /&gt;
|You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the light and one-handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your subsequent attacks as well provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|While you are using two weapons, you gain Resist Physical +2 against melee attacks.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker II'''&lt;br /&gt;
|Blade Blocker, Dual Wield IV&lt;br /&gt;
|Blade Blocker becomes Resist Physical +4.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the light tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield II'''&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the light tag (they must both still have the one-handed tag).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield III'''&lt;br /&gt;
|Dual Wield II, STR 2&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield IV'''&lt;br /&gt;
|Dual Wield III, STR 4&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== One-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Duelist'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lunge'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action. You gain +1 TA on the attack if you move in this way.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Perfect Strike Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike'''&lt;br /&gt;
|&lt;br /&gt;
|When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike II'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Ignore shields when using Perfect Strike.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Strike'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When you hit with Perfect Strike, deal critical damage.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Shot'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When making a ranged or thrown attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Choose a weapon tag (one-handed, hand-and-a-half, or two-handed) and another tag (light, unwieldy, reach, or no secondary tag). Gain the Perfect Technique ability with melee weapons that have both of those tags.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Technique (1/Recoup)'''. When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. &lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique II'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|Choose a specific weapon that falls within the parameters you chose as part of Perfect Technique. (For example, if you chose one-handed light weapons, you could choose shortswords for this talent.) When making your Perfect Technique attack, call out a number between 1 and 20. If your die rolls within 2 of that number (for a total range of 5), you do not expend your use of Perfect Technique.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Technique'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|When you crit with Perfect Technique, inflict Bleeding 2.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scrap Fighter Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|Improvised weapons cost 1 fewer AP for you to use (min 2).&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Brawler'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|''Repeatable.'' Your damage with improvised weapons increases by one die size (e.g., from 1d4 to 1d6, max 1d12).&lt;br /&gt;
|''Combat, Scrap Fighter, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrabbling Frenzy'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|Gain the Scrabbling Frenzy ability. You can only use this ability when you are Bloodied.&lt;br /&gt;
&lt;br /&gt;
* '''Scrabbling Frenzy (2/Rest).''' The APC of improvised weapons is reduced by 1 (min 1) for the next 30 seconds. &lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawn Beats Brain'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|You may use any melee weapon as an improvised bludgeon.&lt;br /&gt;
If the weapon is bladed, you may also use it as an improvised small blade if it has the thrown or concealed tags, or as an improvised large blade if it does not.&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Two-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bristle'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bristle ability. You may only use this ability when wielding a two-handed weapon with a Reach of 10 ft or greater.&lt;br /&gt;
&lt;br /&gt;
* '''Bristle (1/Round).''' When a creature moves into reach of your weapon, you may attack it reactively by spending AP equal to the weapon’s normal APC.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rend (END/Rest).''' When you make an attack with a two-handed melee weapon using STR, or with a hand-and-a-half weapon wielded with two hands, add double your STR to the damage roll, instead of only adding your STR.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend III'''&lt;br /&gt;
|Rend II, STR 6&lt;br /&gt;
|Rend becomes END/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|Gain the Great Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Great Rend (2/Recoup).''' When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend II'''&lt;br /&gt;
|Great Rend, STR 8&lt;br /&gt;
|Great Rend becomes 2/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend III'''&lt;br /&gt;
|Great Rend II, STR 10&lt;br /&gt;
|You may use your Great Rend ability indefinitely.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon type: one-handed, two-handed, or hand- and-a-half. Choose a range: melee, ranged, thrown, or reach. Gain +1 to attack and damage rolls with weapons that have both of those qualities. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mastery'''&lt;br /&gt;
|Weapon Expertise&lt;br /&gt;
|Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have two-handed, ranged Weapon Expertise, you may choose a longbow). Gain +1 to attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Weapon Mastery'''&lt;br /&gt;
|Weapon Mastery&lt;br /&gt;
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by +1. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Command Stack ==&lt;br /&gt;
These talents will make you better at commanding a room or battlefield with your undeniable presence&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together'''&lt;br /&gt;
|&lt;br /&gt;
|Creatures suffer 1 TD on attacks against you and allies within 5 ft of you when you have at least one ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together II'''&lt;br /&gt;
|Better Together&lt;br /&gt;
|Creatures suffer 1 TD per ally within 5 ft of you (to a max of 3 TD) when attacking you or an ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Call in a Favor'''&lt;br /&gt;
|&lt;br /&gt;
|You always know whether you have positive or negative Goodwill in a given social facet.&lt;br /&gt;
Gain the Call in a Favor ability, which you may only use if you have positive Goodwill in the related social facet.&lt;br /&gt;
&lt;br /&gt;
* '''Call in a Favor.''' While in a populated area, you may choose to lose 1 Goodwill in a social facet of your choice. In return, you gain a small favor granted by an NPC affiliated with the related social facet. The exact nature of the favor is up to the MC, though suggestions are on the following list.&lt;br /&gt;
** Automatically succeed a CHA/Persuading check.&lt;br /&gt;
** Get a mundane item for free or at a tangible discount.&lt;br /&gt;
** Find a place to stay for the night, away from prying eyes and ears.&lt;br /&gt;
** Earn an audience with a prominent politician… though you may still have to wait a few days before they see you.&lt;br /&gt;
** Get exonerated for a misdemeanor.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Card Shark'''&lt;br /&gt;
|&lt;br /&gt;
|When gambling, gain +3 to Deceiving, Fortuity, Intuiting, and Sleight of Hand checks.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Charmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Charmer (2/Recoup).''' Make a CHA attack against the WILL of a creature within 30 ft of you that is not hostile towards you. On a hit, they are Charmed by you for 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
Gain +3 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Courtesan's Knife'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a the Courtesan’s Knife ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courtesan’s Knife.''' For 4 AP, make a CHA attack against the LOG of a creature within 60 ft. On a hit, the target creature loses 1 Goodwill unless you hit that creature with this attack in the past 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''On Your Feet'''&lt;br /&gt;
|&lt;br /&gt;
|You may spend 1 AP to pull an adjacent ally up from being Prone.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
You can convincingly cast your voice to sound as though it is coming from 10 ft away.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism II'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
Gain +20 ft to the range on Ventriloquism.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Voice Sculptor'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|You can alter your voice to sound exactly like any humanoid that you have heard speak for at least one minute.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense Stack ==&lt;br /&gt;
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Ain't No Grave'''&lt;br /&gt;
|&lt;br /&gt;
|When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gritty Recovery'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When you finish Recouping, roll a die on the following table as determined by your END. Regain HP equal to the result.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!END&lt;br /&gt;
!Die&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|3-5&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|9-11&lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1d12&lt;br /&gt;
|}&lt;br /&gt;
|''Defense''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Meat Pile&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x2). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Character Level 10&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x3). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Character Level 15&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). Additionally, each time you level up, gain +1 max HP. &lt;br /&gt;
You also suffer no negative effects from being Fatigued for the first day you are Fatigued (allowing you to remove Death Points normally). This ability resets when Fatigued is removed.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Hardy&lt;br /&gt;
|You suffer -2 to your AR, REF, and FORT.&lt;br /&gt;
Your HP die size becomes 1d20 and you must recalculate your max HP following this formula: 10+(Level)d20.&lt;br /&gt;
&lt;br /&gt;
However, your AR and physical defenses can never exceed 11.&lt;br /&gt;
&lt;br /&gt;
When you gain a level, you must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Lucky Placement, Impulse, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Can't Kill What You Can't Catch'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|When an attack that targets your REF misses you, you may move 5 ft.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Dodge'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you would take half damage from an attack that targets your REF, you instead take no damage.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Impulse&lt;br /&gt;
|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition II'''&lt;br /&gt;
|Intuition&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition III'''&lt;br /&gt;
|Intuition II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 AR, REF, and FORT while wearing light armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive&lt;br /&gt;
|You may use your LUCK in place of your DEX when calculating your REF, but your REF cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|Lucky Placement now allows your REF to go up to 18. &lt;br /&gt;
You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement II&lt;br /&gt;
|Lucky Placement now has no REF limit.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of light armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of medium armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of heavy armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of shield. Gain the shield’s Resist bonus when you have that type of shield equipped. When you level up, you may lose this talent to gain another Second Skin talent. &lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Impulse, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Tough&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Tough II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Unarmored Defense&lt;br /&gt;
|Gain the Unarmored Awareness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unarmored Awareness (1/Catch Breath).''' You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 when you are making an AWR check or when your ANT is being attacked. This bonus lasts until the beginning of your next turn.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|If you have no uses of Unarmored Awareness left, you may use Unarmored Awareness once per round for 2 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|Unarmored Awareness becomes 3/Catch Breath. Also, your Unarmored Awareness II benefit now only costs 1 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness IV'''&lt;br /&gt;
|Unarmored Awareness III, Character Level 15&lt;br /&gt;
|Your Unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Maneuvers Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 AR against ranged attacks.&lt;br /&gt;
Gain the Barrel Roll ability.&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Roll (1/Round).''' When a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll II'''&lt;br /&gt;
|Barrel Roll&lt;br /&gt;
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawler'''&lt;br /&gt;
|&lt;br /&gt;
|When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Human Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your AR and physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and physical defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Training'''&lt;br /&gt;
|&lt;br /&gt;
|You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.&lt;br /&gt;
Gain the Raise ability.&lt;br /&gt;
&lt;br /&gt;
* '''Raise.''' Spend 1 AP to raise your shield, gaining +3 to your AR and physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you have a buckler equipped, you may add 1 AP to a melee attack you are making. If that attack hits, the creature suffers 1 TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Strap'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free. You can now use a two-handed melee weapon with a buckler, and can use the two-handed benefits of a hand-and-a-half weapon.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Fighting'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You gain the Resist abilities of kite shields and heater shields.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training II'''&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|Gain +1 to your AR while wielding a kite or heater shield.&lt;br /&gt;
Gain the Practiced Block ability.&lt;br /&gt;
&lt;br /&gt;
* '''Practiced Block (1/Catch Breath).''' The first time you use your Raise ability after rolling Initiative, it costs 0 AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training III'''&lt;br /&gt;
|Medium Shield Training II&lt;br /&gt;
|While you have a kite or heater shield equipped, you gain +2 to your AR and physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training IV'''&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If an attack against your REF misses you while you have Raise active and are wielding a kite or heater shield, you take no damage if you would otherwise take half damage.&lt;br /&gt;
Practiced Block becomes 2/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training V'''&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Raise ability now grants +4 to your AR and physical defenses until the beginning of your next turn.&lt;br /&gt;
Practiced Block becomes 3/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Mastery'''&lt;br /&gt;
|Medium Shield Training V&lt;br /&gt;
|You may now extend the bonus of your Raise ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Siblings'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Wall'''&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Wall talent and you are both wielding tower shields, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* Whenever both shields are Raised and one of you moves 5 ft, the other may move 5 ft as well without expending AP.&lt;br /&gt;
* Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.&lt;br /&gt;
* Gain the Shield Shove ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Shove.''' When moving only 5 ft, you may attempt to move into a space that another creature occupies and make a special STR attack against their FORT, adding your Shield Siblings AR bonus to your attack roll. On a hit, that creature is pushed back 5 ft.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Bash'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You no longer suffer -5 ft speed while wielding a tower shield and when you move 5 ft, the creature standing directly behind you can move with you without expending AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization II'''&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+2).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization III'''&lt;br /&gt;
|Tower Shield Specialization II&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+3) and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Partial Cover (+1).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Mastery'''&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft increases to Partial Cover (+2). You may now wield a tower shield with only one arm; however, when you make a melee attack, you only gain Partial Cover (+3) instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Stack ==&lt;br /&gt;
These talents offer you a small bonus in addition to giving you more Skill Points.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobat'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the acrobatics tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Expert'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill.&lt;br /&gt;
Each time you Take a Rest, you can craft a tonic or a vial of caustic flame. Either option loses its potency after 24 hours.&lt;br /&gt;
&lt;br /&gt;
* '''Tonic:''' When a creature drinks this tonic, it regains 1d4 HP.&lt;br /&gt;
* '''Flame Vial:''' A creature can throw this vial as an improvised thrown weapon. On a hit, the target creature gains Burning (1d4).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''A Little Bit Of Soul'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a check with a skill that has the crafting or knowledge tag, you may use your CHA instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Whisperer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Animal Whisperer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Animal Whisperer (1/Rest).''' For 3 AP, you may choose one creature with the beast tag within 20 ft of you. Make an Animal Handling check against the creature’s WILL. On a success, the creature is Charmed for 4 hours and it will not harm you, though it will not go out of its way to help you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Trainer'''&lt;br /&gt;
|Animal Whisperer&lt;br /&gt;
|If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcanist Understudy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Arcana.&lt;br /&gt;
You learn one arcane cantrip of your choice. Use your magic attribute. If you do not have one, use INT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Archaeologist'''&lt;br /&gt;
|&lt;br /&gt;
|Choose an environment: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. Alternatively, choose one nation that exists currently or has existed in the past.&lt;br /&gt;
&lt;br /&gt;
When you are in the environment or nation that you selected, gain a +3 bonus to Appraising, Art, Dungeoneering, Economics, Geography, History, and Investigating.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Artist Aspirant'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Entertainer (Artist) profession&lt;br /&gt;
|Gain +3 Art.&lt;br /&gt;
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Artistic Apprentice'''&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain one rank of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astrologer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astrology.&lt;br /&gt;
Gain the Astrologer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astrologer (1/Rest).''' When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, you may replace one d20 roll with the number that you wrote down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astronomer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astronomy.&lt;br /&gt;
If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography or Navigating skills).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Athlete'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the athleticism tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Autopsy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Appraising, Investigating, and Medicine when making a skill check related to studying a corpse. This can exceed your +20 skill cap.&lt;br /&gt;
When you make such a check, if you exceed a DC of 20 and the corpse died as a result of a creature, then you gain +1 TA against creatures of the same type for the next 24 hours. If the corpse died as a result of disease, you gain +2 FORT against that disease for the next 24 hours.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Aware'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the AWR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Balanced'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Balancing.&lt;br /&gt;
When a creature attempts to knock you Prone, instead of using your defense against that particular effect, you may choose to roll a Balancing check instead. If you meet or exceed their attack roll, you do not fall Prone (but still suffer damage or other effects, provided that they hit your appropriate defense).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Biologist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Biology.&lt;br /&gt;
You can immediately identify if a creature has the beast tag or monstrosity tag, or if it has neither. This costs 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewing Expert'''&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''By Feel, Not Measure'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your AWR instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Calligrapher'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Calligraphy.&lt;br /&gt;
When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Appraiser'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Appraising.&lt;br /&gt;
When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Carpenter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Carpentry.&lt;br /&gt;
If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by +5. You cannot do this to an area larger than 20 ft x 20 ft.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cartographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cartography.&lt;br /&gt;
After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charismatic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the CHA tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chef'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cooking.&lt;br /&gt;
Your artistic sense of how to mingle flavors allows you to improve any food and drink. When a creature consumes food or drink that you have had at least ten minutes to modify, you Charm that creature  for 1 hour. At the end of this time, the creature is not aware that they were Charmed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chemist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Chemistry.&lt;br /&gt;
Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink. When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry check against that creature’s FORT. On a success, they become Sickened for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Climber'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Climber ability.&lt;br /&gt;
&lt;br /&gt;
* '''Climber (1/Rest).''' You gain a climb speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cobbling.&lt;br /&gt;
Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains +3 Forced March.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbling Mastery'''&lt;br /&gt;
|Cobbler&lt;br /&gt;
|You may now patch three pairs of shoes each time you Take a Rest.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Contortionist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Contorting.&lt;br /&gt;
Moving through spaces that would require you to squeeze costs no additional movement.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Coordinated Effort'''&lt;br /&gt;
|COR 2&lt;br /&gt;
|Gain the Coordinated Effort ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coordinated Effort (1/Round).''' When an ally makes a weapon attack against a hostile creature within 5 ft of you, you may spend Reactive AP to make a melee attack against that creature. The amount of Reactive AP that this costs you equals your weapon’s normal APC -1 (min 1).&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cryptidology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 to Animal Handling, Biology, History, Nature, and Tracking when making a skill check to recall information regarding beasts or monstrosities. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a beast or monstrosity within 60 ft of you. Make a History or Nature check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its max HP.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dancer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dancing.&lt;br /&gt;
Gain +1 REF.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deckhand'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [water].&lt;br /&gt;
You can book passage on a boat or ship for free, provided that you contribute to maintaining the vessel. A ship that is already overstaffed might still turn you down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, and Religion when making a skill check to recall information regarding fiends. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a fiend within 60 ft of you. Make an Arcana, History, or Religion check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its Resist and Immune stats.&lt;br /&gt;
* Its Vulnerable stats.&lt;br /&gt;
* Its DR and DT stats.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dextrous'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the DEX tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Disguise Artist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Disguising.&lt;br /&gt;
You no longer need a disguise kit to make an Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Display of Willpower'''&lt;br /&gt;
|CHA 2&lt;br /&gt;
|Gain the Display of Willpower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Display of Willpower (CHA/Rest).''' You may spend 1 AP to become Rallied until the start of your next turn. If you were already suffering from the Demoralized, Frightened, or Shaken conditions, they are suppressed until the start of your next turn.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Distance Runner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Distance Running.&lt;br /&gt;
You can run a number of miles equal to your END x2 (min 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Double Time'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forced March.&lt;br /&gt;
When marching at a normal pace, you can travel 150% the typical distance before needing to make Fatigue rolls.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Driver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [land].&lt;br /&gt;
You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore Difficult Terrain imposed from rocks, debris and the like.&lt;br /&gt;
&lt;br /&gt;
Difficult Terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dungeoneer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dungeoneering.&lt;br /&gt;
Gain +1 ANT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Eavesdropper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Eavesdropping.&lt;br /&gt;
Gain the Eavesdropper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Eavesdropper (1/Recoup).''' When you make an Eavesdropping check, you may roll 2d20 and take the higher.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Economist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Economics.&lt;br /&gt;
By spending 1 month in a town or urban area, you can gain +1 Goodwill among the aristocracy or mercantile spheres (your choice each time). You may sell your services as an economist for 10 sc weekly while in a settled area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Empathetic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
Gain the Empathetic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Empathetic (1/Rest).''' When you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. On a success, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Endless Endurance'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When making an END attribute check outside of combat, if you rolled below a 10, treat your die roll as a 10.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Enduring'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the END tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Engineer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Engineering.&lt;br /&gt;
You can consult on building repairs to earn 10 sc per week while in an urban area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer Aspirant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer'''&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain one rank in the Entertainer Profession. You must choose the Performer track instead of the Artist track.&lt;br /&gt;
This replaces your Entertainer Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Evading.&lt;br /&gt;
Gain the Evader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evader (2/Rest).''' When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Feat of Strength'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Feat of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* '''Feat of Strength (1/Recoup).''' When you make a STR attribute check, you may double your STR bonus.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Forager'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Foraging.&lt;br /&gt;
When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work.)&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forceful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Applied Force.&lt;br /&gt;
When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make a Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forging.&lt;br /&gt;
Gain the Forgery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Forgery (1/Rest).''' If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sc you spend, add +1 to your Forging check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Fortuitous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Fortuity.&lt;br /&gt;
When making a Fortuity check, your crit range increases by +3 (e.g., from 20 to 17-20). The max crit range is still 16-20.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gentried Title'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Calligraphy*, Cartography*, Painting*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Geographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Geography.&lt;br /&gt;
When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Glassblower'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Glass Blowing.&lt;br /&gt;
Gain the Glassblower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Glassblower (1/Week).''' You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make custom glassware on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go-Getter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Economics, History, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
&lt;br /&gt;
'''Subterfuge:''' Forging*, Sleight of Hand &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Gossiper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Gossiping.&lt;br /&gt;
Gain the Gossiper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gossiper (1/Rest).''' You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossiping check against a DC equal to 15 + that creature’s CHA. On a success, they lose 1 Goodwill. You can only target the same creature once a week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Historian'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 History.&lt;br /&gt;
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Influencer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intelligence'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the INT tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intimidating.&lt;br /&gt;
Gain the Intimidator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intimidator (1/Rest).''' Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. On a success, then you know exactly how to get under their skin. Roll 2d20 and take the higher when you make your Intimidating check. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuitive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intuiting.&lt;br /&gt;
Gain the Intuitive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intuitive (1/Recoup).''' Your intuition extends beyond living people to intellectual fields as well. When you would make an INT check, you can add your Intuiting bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Investigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Investigating.&lt;br /&gt;
Gain the Investigator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Investigator (1/Recoup).''' When making an Investigating check, you can add your LUCK/Fortuity on top of your Investigating.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jack Of All Trades'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Savoir Faire.&lt;br /&gt;
Gain the Jack of All Trades ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jack of All Trades (2/Rest).''' You can present yourself to another character as though you have 1 professional rank in any profession of your choice. This deception is nonmagical and lasts for 1 hour.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeweler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jeweler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jeweler (1/Rest).''' You can produce a work of semiprecious jewelry, provided that you have some form of mineral. Make a Jeweling check. You can sell your jewelry for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jewelry Expert'''&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jewelry Expert ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jewelry Expert (1/Month).''' You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling check. You can sell your jewelry for that many dc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Keen Anticipation'''&lt;br /&gt;
|AWR 2&lt;br /&gt;
|Gain the Keen Anticipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keen Anticipation (1/Rest).''' When you would be Completely Surprised, you are instead Partially Surprised.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledgeable'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lawyer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Law.&lt;br /&gt;
While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your Goodwill by +1 at the end of each month.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leadership.&lt;br /&gt;
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lean-To'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sheltering.&lt;br /&gt;
When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it +2 on END checks made to resist extreme weather.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leatherworker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leatherworking.&lt;br /&gt;
Gain the Leatherworker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Leatherworker (1/Week).''' You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lifelong Learner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 Skill Point in any skill. Each time you level up, gain +1 Skill Point in any skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lockpicker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Lockpicking.&lt;br /&gt;
Gain the Lockpicker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lockpicker (1/Rest).''' When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Logical Conclusion'''&lt;br /&gt;
|INT 2&lt;br /&gt;
|Gain the Logical Conclusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Logical Conclusion (INT/Rest).''' When you are Charmed or Frightened by a creature, you may spend 2 AP on your turn to make an INT attribute check vs the LOG of the creature that imposed the condition on you. On a hit, you remove the condition.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Luck of the Draw'''&lt;br /&gt;
|LUCK 2&lt;br /&gt;
|Whenever you spend a Luck Point, you may first call out “evens” or “odds” and roll a die. If you were correct, regain the Luck Point after spending it. If you were incorrect, instead you gain 1 Death Point.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the LUCK tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mason'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Masonry.&lt;br /&gt;
Gain the Mason ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mason (1/Week).''' You can produce a nice piece of stonework provided that you have some form of stone to work with. Make a Masonry check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Medicine.&lt;br /&gt;
Gain the Medic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Medic (1/Rest).''' When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Menace'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Menacing.&lt;br /&gt;
Gain the Menace ability.&lt;br /&gt;
&lt;br /&gt;
* '''Menace (1/Rest).''' When you menace someone, you may first display your strength to show that you mean business. Make a STR/Applied Force check against the creature’s WILL. On a success, you can roll 2d20 for your Menacing check, taking the higher. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Musician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Instrument [your choice].&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturalist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Naturalist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Naturalist (2/Week).''' If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Navigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Navigating.&lt;br /&gt;
So long as you can see a natural landmark, you cannot become lost, except by magical means.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Observant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the observation tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Officer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Military.&lt;br /&gt;
Gain the Officer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Officer (1/Week).''' You know how to speak with military officials. You can request an audience with any military officer who has professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Painter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Painting.&lt;br /&gt;
Gain the Painter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Painter (1/Week).''' You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Part-Time Student'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Investigating&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one]&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Forging*&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating*&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Perceptive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Perceiving.&lt;br /&gt;
Gain the Perceptive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perceiving (1/Rest).''' When you make a check with another skill that has the observation tag, you can add 1⁄2 your Perceiving as an additional bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Performer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the performance tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Persuasive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Persuading.&lt;br /&gt;
Gain the Persuasive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Persuasive (1/Rest).''' You can cast the [[Charm Creature]] primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Petty Criminal'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting, Tumbling&lt;br /&gt;
* '''Athleticism:''' Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Brewing*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Intimidating, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Dungeoneering, Sneaking &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Pickpocket'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sleight of Hand.&lt;br /&gt;
When you have an item with the light tag on your person, you can give it the concealed tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in your choice of the Alchemy or Brewing skill.&lt;br /&gt;
When you Take a Rest, you may make an Alchemy or Brewing check to brew a dose of poison. The poison deals 1d4 damage when ingested, and causes a condition based on your skill check. (see the following Poisoner table.)&lt;br /&gt;
&lt;br /&gt;
The poison spoils after 24 hours, becoming a foul-tasting but harmless liquid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|10 or less&lt;br /&gt;
|Shaken for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|Shaken for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|Sickened for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|Sickened for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|Sickened and Dazed for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|31+&lt;br /&gt;
|Sickened and Dazed for 1 hour&lt;br /&gt;
|}&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Politician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Politics of [choose region].&lt;br /&gt;
Gain the Politician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Politician (1/Week).''' You may leverage favors to secure a meeting with a noble or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Potter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Pottery.&lt;br /&gt;
Gain the Potter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Potter (1/Week).''' You can produce some pottery provided that you have some form of clay to work with. Make a Pottery check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Powerlifter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
You can carry +2 unwieldy items without being encumbered.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Practiced Warrior'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Athletics:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Influence:''' Intimidating, Leadership&lt;br /&gt;
* '''Knowledge:''' Geography, History, Medicine*, Military Vehicles* [land]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March, Menacing&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Navigating*, Sheltering&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Practice Makes Perfect'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your DEX instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Reflexive Dodge'''&lt;br /&gt;
|DEX 2&lt;br /&gt;
|Gain the Reflexive Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reflexive Dodge (DEX/Rest).''' When a creature hits your REF, you may spend 1 Reactive AP to make a DEX/Dancing check. Your REF becomes that number against that attack.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Religious'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Scavenger'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Scavenging.&lt;br /&gt;
Gain the Scavenger ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scavenger (1/Rest).''' When you fail a Scavenging check, you may instead treat it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Smith'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Smithing.&lt;br /&gt;
Gain the Smith ability.&lt;br /&gt;
&lt;br /&gt;
* '''Smith (1/Rest).''' You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon or armor are still available, you can completely restore a weapon or armor set.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sneak'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sneaking.&lt;br /&gt;
Gain the Sneak ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sneak (1/Rest).''' If you are hidden or Concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or Concealed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprinter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sprinting skill.&lt;br /&gt;
Gain the Sprinter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sprinter (1/Rest).''' Move up to your speed for 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the stamina tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Strong'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the STR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Subverter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the subterfuge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the survival tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Swimmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Swimmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Swimmer (1/Rest).''' Gain a swim speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tentative Believer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
* '''Stamina:''' Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating* &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tracking.&lt;br /&gt;
Gain the Tracker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Tracker (1/Rest).''' When you fail a Tracking check, you may count it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Traveler'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting&lt;br /&gt;
* '''Athleticism:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Knowledge:''' Astrology, Astronomy, Geography, Medicine*, Vehicles* [land]&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Instrument* [choose one]&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tumbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tumbling.&lt;br /&gt;
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Vampirology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, Investigating, Perceiving, Religion, and Savoir Faire when making a skill check to recall information regarding vampires or to pass yourself off as one. This can exceed your +20 skill cap.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Weaver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Weaving.&lt;br /&gt;
Gain the Weaver ability.&lt;br /&gt;
&lt;br /&gt;
* '''Weaver (1/Week).''' You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Whittler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Woodcarving.&lt;br /&gt;
Gain the Whittler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whittler (1/Week).''' You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Specialization Stacks ==&lt;br /&gt;
&lt;br /&gt;
=== Misc Stack ===&lt;br /&gt;
These talents offer a variety of miscellaneous bonuses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Companion'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Animal Handling and +2 Nature. &lt;br /&gt;
You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Heirloom'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting silver.&lt;br /&gt;
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to attack rolls with this weapon at levels 1, 10, 20, and 30.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hearty Antibodies'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist 4 against any one disease of your choice. Whenever you make a d20 roll to avoid becoming infected or avoid the effects of a disease, gain a +4 bonus.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Inheritance'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|Add +200 sc to your starting wealth.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Last Effort'''&lt;br /&gt;
|&lt;br /&gt;
|When you start your turn, gain +1 TA if you have any Death Points, and +2 TA if you have more than 3 Death Points.&lt;br /&gt;
When you gain enough Death Points to kill you, you may immediately take one more turn. Any attacks you make automatically hit, and your crit range is 16-20 for all these attacks during this turn.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Pilfer'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you gain sc as a result of looting bodies or finding treasure in an unpopulated area, increase the amount of sc you receive by 5%. Increase your total after dividing the total amount of sc among the party.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Aspect Talents ===&lt;br /&gt;
To gain access to Primal Aspects, you must take one or more talents in the [[Berzerker]], [[Oracle]], and/or [[Ranger]] classes or find another way to access to them, such as a magical boon from an Archfae.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect'''&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|''Repeatable.'' Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
|''Primal Aspect, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus'''&lt;br /&gt;
|At least 2 Primal Aspects&lt;br /&gt;
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in combat, and by spending 1 AP when you are in combat.&lt;br /&gt;
If you know more than two Aspects, you can choose which two are available to switch between upon Taking a Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus II'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|You can switch between any of your Primal Aspects, even if you know more than two, using your Aspect Focus.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus III'''&lt;br /&gt;
|Primal Aspect Focus II, Character Level 10&lt;br /&gt;
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus IV'''&lt;br /&gt;
|Primal Aspect Focus III, Character Level 15&lt;br /&gt;
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|Gain the Primal Aspect Transference ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Aspect Transference (1/Rest).''' Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
While an Aspect is transferred to an ally, it is unavailable for you to switch to.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference II'''&lt;br /&gt;
|Primal Aspect Transference&lt;br /&gt;
|Primal Aspect Transference becomes 3/Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primal Aspect Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Talent Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: A’rl’ng'''&lt;br /&gt;
|You may spend 1 AP to magically double all movement you take for this turn. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Heq'''&lt;br /&gt;
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Sekh'''&lt;br /&gt;
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Stoll'''&lt;br /&gt;
|Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Tamat'''&lt;br /&gt;
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. '''(1/Recoup)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Vele'''&lt;br /&gt;
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Woden'''&lt;br /&gt;
|Gain +6 to Vehicles* [water] and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fear Resistance Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody'''&lt;br /&gt;
|At least +1 with any Instrument&lt;br /&gt;
|When you attempt to Take a Rest, you can play a haunting melody to hold the worst effects of fear at bay. &lt;br /&gt;
Make a CHA/Instrument check. The DC is 10. If you succeed, you do not have to resolve your Fear before Taking a Rest.&lt;br /&gt;
&lt;br /&gt;
The DC increases by +2 for every consecutive day that you attempt to do this.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody II'''&lt;br /&gt;
|Haunting Melody&lt;br /&gt;
|When you use Haunting Melody, you may target a number of creatures equal to or less than your AWR.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody III'''&lt;br /&gt;
|Haunting Melody II&lt;br /&gt;
|When you use Haunting Melody, if you beat the target DC by more than 5, each affected creature removes 1 Fear.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Logic Prevails'''&lt;br /&gt;
|Incompatibilities: Mind Over Matter&lt;br /&gt;
|You may use INT to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind-Killer'''&lt;br /&gt;
|&lt;br /&gt;
|When your Fear is in excess of your Fear Threshold, you gain the Iron Will and Steel Mind traits.&lt;br /&gt;
'''Iron Will:''' You are Immune to being Frightened or Shaken.&lt;br /&gt;
&lt;br /&gt;
'''Steel Mind:''' You are Immune to being Charmed or Enthralled.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Incompatibilities: Logic Prevails&lt;br /&gt;
|You may use CHA to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Reassuring Presence'''&lt;br /&gt;
|&lt;br /&gt;
|When you use an ability that causes you to ignore the Frightened condition to instead cancel Fear, if the ability would allow you to extend the benefit to one or more allies normally, you may cancel the Fear they would gain from the same source.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid'''&lt;br /&gt;
|&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear 1 per Recoup.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid II'''&lt;br /&gt;
|Unafraid&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear as often as you could normally use those abilities.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable Psyche'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Fear Threshold increases by +2.&lt;br /&gt;
|''Fear Resistance, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster Hunter Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Concealed Weapon'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one weapon that you own that does not have the unwieldy tag. It gains the concealed tag. If you lose this weapon, you may choose a new weapon that you own after you Take a Rest.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|&lt;br /&gt;
|When you would take falling damage and would land within 5 ft of another creature, you may make a special melee attack against that creature for 1 AP or 1 Reactive AP. Make a STR or DEX attack targeting their ANT. You have +1 TA on this attack, or +3 TA if the creature is unaware of you.&lt;br /&gt;
On a hit, you only take 1⁄2 your falling damage, and the target creature takes the other half. If you make one or more additional attacks against that creature on the same turn, you retain your TA for those attacks as well.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Hair Trigger Instinct'''&lt;br /&gt;
|&lt;br /&gt;
|When you would be hit by a trap effect, you may make a DEX, AWR, or LUCK check against the trap’s attack roll or DC. If your roll equals or exceeds the trap’s, then you escape the trap unaffected. (2/Recoup)&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Water'''&lt;br /&gt;
|Divine 3&lt;br /&gt;
|By bestowing your holy energy into a contained amount of water not exceeding 1 gallon, you can create holy water.&lt;br /&gt;
The process of blessing this water takes 10 minutes and can be done during a Recoup. &lt;br /&gt;
&lt;br /&gt;
You can split the water into up to four separate containers. Any creature in possession of a container can douse themself or another creature as though administering a potion.&lt;br /&gt;
&lt;br /&gt;
A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleansing Holy Water'''&lt;br /&gt;
|Holy Water&lt;br /&gt;
|A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, a creature gains 1d4 Shield HP, unless it is a creature with the fiend or undead tag, in which case it takes 1d10 radiant damage.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Stake Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|When you Take a Rest, you may spend part of your time awake crafting stakes. These have the stats of dirks, daggers, or knives (your choice for each one), but they break on a crit fail or after they deal damage one time. You can craft a number of stakes equal to 1 + your INT.&lt;br /&gt;
If a stake crafted in this way hits a vampire, count it as a crit. This crit ignores DR.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14112</id>
		<title>Errata and Changelog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14112"/>
		<updated>2025-12-14T01:19:39Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ __NOTOC__&lt;br /&gt;
== Core Rule Book v1.2 ==&lt;br /&gt;
8.27.25 - The Wiki is currently fully up to date to CRB v1.2&lt;br /&gt;
&lt;br /&gt;
==== Lineages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Lineage&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Urkou&lt;br /&gt;
|Parental Instinct: Sacrificial Protector made 2/Catch Breath&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BOPS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Sailor Profession&lt;br /&gt;
|Singing corrected to Entertaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Stack&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Cleric&lt;br /&gt;
|Divine Icon: Light: Illumine&lt;br /&gt;
|Corrected to Level 1 Icon&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy Focus&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Ranger&lt;br /&gt;
|Primeval Warden&lt;br /&gt;
|Corrected to Primal Warden&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Occultist&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Vessel&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Showdown&lt;br /&gt;
|Corrected &amp;quot;equal to your AWR&amp;quot; to &amp;quot;equal to your ANT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|10.19.25&lt;br /&gt;
|Troubadour&lt;br /&gt;
|Encore Track&lt;br /&gt;
|Jester tag removed&lt;br /&gt;
|-&lt;br /&gt;
|10.21.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|Prereq corrected to Archery Focus&lt;br /&gt;
|-&lt;br /&gt;
|12.13.25&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Corrected to profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|7.1.25&lt;br /&gt;
|LOG calculation&lt;br /&gt;
|Corrected to 10+INT&lt;br /&gt;
|-&lt;br /&gt;
|8.1.25&lt;br /&gt;
|Deities&lt;br /&gt;
|Pashak Conclave fixed to Shimbar Conclave&lt;br /&gt;
|-&lt;br /&gt;
|8.2.25&lt;br /&gt;
|Psionic Spell - Foresight&lt;br /&gt;
|Duration corrected to 8 hours&lt;br /&gt;
|-&lt;br /&gt;
|8.24.25&lt;br /&gt;
|Goodwill Table&lt;br /&gt;
|Updated to match MCG&lt;br /&gt;
|-&lt;br /&gt;
|8.29.25&lt;br /&gt;
|Splendor of the Exiles&lt;br /&gt;
|Number of creatures specified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creature Compendium ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Creature &lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|11.30.23&lt;br /&gt;
|N/A&lt;br /&gt;
|Text Correction. ML x 2 = Party Level or Party Level/2 = ML&lt;br /&gt;
|-&lt;br /&gt;
|12.22.23&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|[[Bone Hag]] &amp;quot;[[Steal Spell]]&amp;quot; adjusted to &amp;quot;[[Contest Spell]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Dex modifiers corrected for Colossal and Titan sized creatures&lt;br /&gt;
|-&lt;br /&gt;
|1.9.24&lt;br /&gt;
|Chosen&lt;br /&gt;
|[[Chosen]] shaken ability clarified&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Shambling Grim&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Weeping Hollow&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|2.8.24&lt;br /&gt;
|Multiple&lt;br /&gt;
|All creatures Gargantuan or larger have the [[Giant]] tag.&lt;br /&gt;
|-&lt;br /&gt;
|4.3.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Hag (Bone) corrected to Hag (Bog) in [[Primal]] Type Chart&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|[[Bogwallower]] resist updated&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chamrosh&lt;br /&gt;
|Range of [[Chamrosh]] Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Range of [[Chosen Boatswain]] Claw&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Captain&lt;br /&gt;
|Range of [[Chosen Captain]] Claw and Cutlass&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Range of [[Chosen Crewmate]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Chosen Boatswain's Share Secrets specified to be until the targets next turn ends. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Chosen Crewmate's Share Secrets specified to be until the targets next turn ends.&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Chosen Deckhand corrected to Chosen Crewmate in Monster by Type and Monster by Environment charts&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Clikkiri Soldier&lt;br /&gt;
|Range of Clikkiri [[Soldier]]'s Pincer specified &lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Crepit&lt;br /&gt;
|Range of [[Crepit]] Scratch and Strangle specified&lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Death Knight&lt;br /&gt;
|Range of Death [[Knight]] Greatsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|[[Bonewraith]] Growing Horde adjusted from immediate to after a Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether abilities specified until end of next turn&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether reaction adjusted so Bonewraith takes [[damage]] as well&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Range of [[Amanojaku]] Possess specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Grash&lt;br /&gt;
|Range of [[Grash]] Beak and Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Gretchling&lt;br /&gt;
|Range of [[Gretchling]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Kriflock&lt;br /&gt;
|[[Kriflock]] LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Narai&lt;br /&gt;
|[[Narai]] ANT fixed&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Nue&lt;br /&gt;
|Nue skill changed from Climbing to Athletics&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Beasian Boils]] adjusted to Very Rare&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Revenant&lt;br /&gt;
|Range of [[Revenant]] Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Added Shapechanger table to types&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Death Soldier&lt;br /&gt;
|Range of [[Death Soldier]] Longsword and Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Skeleton&lt;br /&gt;
|Range of [[Skeleton]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Night Hag&lt;br /&gt;
|Shapechanger tag added to [[Night Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Shapechanger tag added to [[Bog Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Naga&lt;br /&gt;
|Shapechanger tag added to [[Naga]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Shaitan&lt;br /&gt;
|[[Shaitan]] Longsword changed to Katana and text adjusted&lt;br /&gt;
|-&lt;br /&gt;
|4.21.24&lt;br /&gt;
|Mycosian&lt;br /&gt;
|[[Mycosian]] added to Fightfae fear table&lt;br /&gt;
|-&lt;br /&gt;
|4.22.24&lt;br /&gt;
|Tooth Tyrant&lt;br /&gt;
|[[Tooth Tyrant]] has no Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Tzel&lt;br /&gt;
|Range of [[Tzel]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vetala&lt;br /&gt;
|Range of [[Vetala]] Vampiric Touch specified &lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vodyanoy&lt;br /&gt;
|Range of [[Vodyanoy]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|[[Coastal Warden]] Log and Will corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Clay Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Stone Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Ghul&lt;br /&gt;
|Shapechanger tag added to [[Ghul]]. Ghul also added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wicker Man&lt;br /&gt;
|Range of [[Wicker Man]] Burning Embrace specified&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wyvern Wyrmling&lt;br /&gt;
|Range of [[Wyvern]] [[Wyrmling]] Bite and Claws specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Tundra Warden&lt;br /&gt;
|[[Tundra Warden]] HP and AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Thug&lt;br /&gt;
|[[Thug]] AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Frog&lt;br /&gt;
|[[Dire Frog]] ANT and LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Brown Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Knight Errant&lt;br /&gt;
|[[Knight Errant]] Exploit text corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Physician&lt;br /&gt;
|Range of [[Physician]] Scalpel specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Forest Witch&lt;br /&gt;
|[[Forest Witch]] casting attribute corrected and Forest Magic renamed/corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Dragonfolk&lt;br /&gt;
|Range of [[Dragonfolk]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Demonologist&lt;br /&gt;
|Range of [[Demonologist]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Swarm of Crustaceans&lt;br /&gt;
|[[Swarm of Crustaceans]] given swim speed&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Greater Mage&lt;br /&gt;
|Greater [[Mage]] given Contest Spell reaction&lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bloodoak Host&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Scarecrow&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|Gave value to Vulnerable Cold for the Bogwallower&lt;br /&gt;
|-&lt;br /&gt;
|11.8.24&lt;br /&gt;
|Fire Elemental&lt;br /&gt;
|Specified Magic Attribute for Fire Elemental&lt;br /&gt;
|-&lt;br /&gt;
|11.18.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampire updated to follow Vampire Template from VotEN&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Iron Slime&lt;br /&gt;
|Iron Slime Resist Slash changed to Resist Sharp&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Morbunegm&lt;br /&gt;
|Morbunegm' s Spew attack DC check corrected &lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Wolf&lt;br /&gt;
|Wolf Growl given a specific distance and limited to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|Primal Spark Enrage Beast distance limited&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Parsor&lt;br /&gt;
|Parsor Primal Sight updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Redefined the Invisible trait&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Primal Senses updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Growl no longer needs to be prepared. &lt;br /&gt;
|-&lt;br /&gt;
|12.16.24&lt;br /&gt;
|Narai Ancient&lt;br /&gt;
|Narai Ancient has 350 HP and has the Narai Penetrating and Electric Body features.&lt;br /&gt;
|-&lt;br /&gt;
|12.25.24&lt;br /&gt;
|Bloodoak Scarecrow&lt;br /&gt;
|Removed Shambling Dead&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Ghul&lt;br /&gt;
|Giant Hyena corrected to Dire Hyena&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Given Invisible Trait, updated Invisibility Feature and Negative Influence Action.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Jungle Warden&lt;br /&gt;
|Poison Secretion corrected to toxic damage&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Wyrd Sage&lt;br /&gt;
|Unravel Spell corrected to Unravel Magic&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Mummy Ashlord&lt;br /&gt;
|1 minute duration clarified on Sandstorm Aura&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MythCrafter's Guide ==&lt;br /&gt;
All pages Updated to Print 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|9.3.25&lt;br /&gt;
|Hatchet of Returning&lt;br /&gt;
|DEX corrected to REF&lt;br /&gt;
|}&lt;br /&gt;
== Other/All ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|[[Legends of MythCraft]]&lt;br /&gt;
|Knack HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Harker's - Vampiric Rejuvination&lt;br /&gt;
|Damage specified to be sharp&lt;br /&gt;
|-&lt;br /&gt;
|2.6.25&lt;br /&gt;
|Harker's - Bull's Head&lt;br /&gt;
|Combat stack corrected to Defense stack.&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Flame Strike&lt;br /&gt;
|Removed Recharge&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Porcine Track&lt;br /&gt;
|Natural Weapon text removed. &lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Jagged Bones and Summon Eyesquito&lt;br /&gt;
|Given Primal Magic tags&lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Flesh Stitcher Manual - Beastial Body + Bestial Body II&lt;br /&gt;
|Chapter 4 changed to Chapter 3&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|M'y'lkkri Lumberer&lt;br /&gt;
|Monstrosity tag changed to Eldritch&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|Shadowlurk&lt;br /&gt;
|END corrected to 0&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Sovereign's Orb&lt;br /&gt;
|Radiant Beacon damage corrected&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Curseblade&lt;br /&gt;
|Imbued Blade III given the correct prerequisites&lt;br /&gt;
|-&lt;br /&gt;
|9.7.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Charlie Level 30 Attributes corrected&lt;br /&gt;
|-&lt;br /&gt;
|9.13.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Grim given Jolt of Life lvl 15, Jolt of Life II lvl 25, Jolt of Life II lvl 29&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Ocularus&lt;br /&gt;
|Can take six Tier 1 actions&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Eyesquito Progenitor&lt;br /&gt;
|Piercing Gaze feature corrected&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Death's Shattered Scythe&lt;br /&gt;
|Soul Collector description updated&lt;br /&gt;
|}&lt;br /&gt;
== Archived Errata ==&lt;br /&gt;
[[CRB v1.1|CRB v1.1.]]&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14111</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14111"/>
		<updated>2025-12-14T01:18:36Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks or magic talents, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.&lt;br /&gt;
&lt;br /&gt;
== Combat Stack ==&lt;br /&gt;
These talents will help you in a variety of combat situations&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Adrenaline Rush'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain the Adrenaline Rush ability. Each time you take this talent again, increase the number of times you can use this ability by 1. You cannot use this ability again while it is already active.&lt;br /&gt;
&lt;br /&gt;
* '''Adrenaline Rush (1/Rest).''' Reduce the APC of your melee weapon attacks by 1 (min 2) for 1 minute.&lt;br /&gt;
|''Combat, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Arterial Precision'''&lt;br /&gt;
|&lt;br /&gt;
|When making a weapon attack, you may choose to suffer a -8 penalty to the attack roll. If you hit, the creature also suffers Bleeding 1d6.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&lt;br /&gt;
|&lt;br /&gt;
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. '''Hit:''' Knock the creature Prone if it is no more than two Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deliberative'''&lt;br /&gt;
|&lt;br /&gt;
|Suffer a -6 penalty to Initiative rolls. If you act last on the first round of combat, you gain +2 AP on your first turn of that combat.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the ability to Exploit.&lt;br /&gt;
&lt;br /&gt;
* '''Exploit.''' (X AP) When a creature within your melee weapon’s reach does one of the following actions, you may spend Reactive AP to make an attack against that creature immediately. The amount of Reactive AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.&lt;br /&gt;
You can Exploit when a creature: &lt;br /&gt;
&lt;br /&gt;
* Moves out of your melee weapon's reach&lt;br /&gt;
* Administers a potion (themselves or feeding it to another creature.)&lt;br /&gt;
* Makes a ranged attack while within your melee weapon's reach&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gutter Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|When you have 0 HP, you gain +1 AP at the start of each of your turns, you can use the Exploit maneuver, and your unarmed damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage while Gutter Fighter is active.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|Exploitative&lt;br /&gt;
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ready Up'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Ready Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ready Up (1/Round).''' You may spend the AP you would normally spend to make a weapon attack or use an ability, but choose not to complete the attack or ability. Instead, specify a triggering event, such as “A hostile creature moves within my line of sight” or “My ally moves within 5 ft of me.” Once the triggering event occurs before the start of your next turn, immediately complete the action that you spent AP to do.&lt;br /&gt;
&lt;br /&gt;
If you use this ability to prepare an expendable ability, and the triggering event does not occur before the start of your next turn, you still expend the use of that ability and its effects are wasted.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Trick Technique'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Sleight of Hand.&lt;br /&gt;
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your ranged weapon attack roll, such as those from Cover or TD, from your damage roll instead of your attack roll.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cool Under Pressure'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not suffer any TD.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Guarded Shot'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Point Blank Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by +1 (e.g., if you crit on a 20, now crit on a 19-20).&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|Gain the Power Shot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Power Shot.''' You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you make your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Critical Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Astounding Critical'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For The Knees'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Bull Rush&lt;br /&gt;
|If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked Prone and you may immediately make another attack against that creature without expending AP.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impale'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit with a two-handed melee weapon that deals sharp damage, make a secondary DEX attack against their FORT. On a hit, the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunistic Crit'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your reactive attack are still met.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Slow And Steady'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 damage on all damage rolls, but can no longer crit. This increases by +1 at levels 10, 20, and 30 to a max of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise, LUCK 2&lt;br /&gt;
|While you have 0 Luck Points, your crit range is increased by +1 with weapons if you have Weapon Expertise with those weapons.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dual Wielding Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Basic Dual Wield'''&lt;br /&gt;
|&lt;br /&gt;
|You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the light and one-handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your subsequent attacks as well provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|While you are using two weapons, you gain Resist Physical +2 against melee attacks.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker II'''&lt;br /&gt;
|Blade Blocker, Dual Wield IV&lt;br /&gt;
|Blade Blocker becomes Resist Physical +4.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the light tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield II'''&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the light tag (they must both still have the one-handed tag).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield III'''&lt;br /&gt;
|Dual Wield II, STR 2&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield IV'''&lt;br /&gt;
|Dual Wield III, STR 4&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== One-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Duelist'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lunge'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action. You gain +1 TA on the attack if you move in this way.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Perfect Strike Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike'''&lt;br /&gt;
|&lt;br /&gt;
|When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike II'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Ignore shields when using Perfect Strike.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Strike'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When you hit with Perfect Strike, deal critical damage.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Shot'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When making a ranged or thrown attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Choose a weapon tag (one-handed, hand-and-a-half, or two-handed) and another tag (light, unwieldy, reach, or no secondary tag). Gain the Perfect Technique ability with melee weapons that have both of those tags.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Technique (1/Recoup)'''. When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. &lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique II'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|Choose a specific weapon that falls within the parameters you chose as part of Perfect Technique. (For example, if you chose one-handed light weapons, you could choose shortswords for this talent.) When making your Perfect Technique attack, call out a number between 1 and 20. If your die rolls within 2 of that number (for a total range of 5), you do not expend your use of Perfect Technique.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Technique'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|When you crit with Perfect Technique, inflict Bleeding 2.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scrap Fighter Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|Improvised weapons cost 1 fewer AP for you to use (min 2).&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Brawler'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|''Repeatable.'' Your damage with improvised weapons increases by one die size (e.g., from 1d4 to 1d6, max 1d12).&lt;br /&gt;
|''Combat, Scrap Fighter, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrabbling Frenzy'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|Gain the Scrabbling Frenzy ability. You can only use this ability when you are Bloodied.&lt;br /&gt;
&lt;br /&gt;
* '''Scrabbling Frenzy (2/Rest).''' The APC of improvised weapons is reduced by 1 (min 1) for the next 30 seconds. &lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawn Beats Brain'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|You may use any melee weapon as an improvised bludgeon.&lt;br /&gt;
If the weapon is bladed, you may also use it as an improvised small blade if it has the thrown or concealed tags, or as an improvised large blade if it does not.&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Two-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bristle'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bristle ability. You may only use this ability when wielding a two-handed weapon with a Reach of 10 ft or greater.&lt;br /&gt;
&lt;br /&gt;
* '''Bristle (1/Round).''' When a creature moves into reach of your weapon, you may attack it reactively by spending AP equal to the weapon’s normal APC.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rend (END/Rest).''' When you make an attack with a two-handed melee weapon using STR, or with a hand-and-a-half weapon wielded with two hands, add double your STR to the damage roll, instead of only adding your STR.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend III'''&lt;br /&gt;
|Rend II, STR 6&lt;br /&gt;
|Rend becomes END/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|Gain the Great Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Great Rend (2/Recoup).''' When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend II'''&lt;br /&gt;
|Great Rend, STR 8&lt;br /&gt;
|Great Rend becomes 2/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend III'''&lt;br /&gt;
|Great Rend II, STR 10&lt;br /&gt;
|You may use your Great Rend ability indefinitely.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon type: one-handed, two-handed, or hand- and-a-half. Choose a range: melee, ranged, thrown, or reach. Gain +1 to attack and damage rolls with weapons that have both of those qualities. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mastery'''&lt;br /&gt;
|Weapon Expertise&lt;br /&gt;
|Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have two-handed, ranged Weapon Expertise, you may choose a longbow). Gain +1 to attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Weapon Mastery'''&lt;br /&gt;
|Weapon Mastery&lt;br /&gt;
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by +1. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Command Stack ==&lt;br /&gt;
These talents will make you better at commanding a room or battlefield with your undeniable presence&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together'''&lt;br /&gt;
|&lt;br /&gt;
|Creatures suffer 1 TD on attacks against you and allies within 5 ft of you when you have at least one ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together II'''&lt;br /&gt;
|Better Together&lt;br /&gt;
|Creatures suffer 1 TD per ally within 5 ft of you (to a max of 3 TD) when attacking you or an ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Call in a Favor'''&lt;br /&gt;
|&lt;br /&gt;
|You always know whether you have positive or negative Goodwill in a given social facet.&lt;br /&gt;
Gain the Call in a Favor ability, which you may only use if you have positive Goodwill in the related social facet.&lt;br /&gt;
&lt;br /&gt;
* '''Call in a Favor.''' While in a populated area, you may choose to lose 1 Goodwill in a social facet of your choice. In return, you gain a small favor granted by an NPC affiliated with the related social facet. The exact nature of the favor is up to the MC, though suggestions are on the following list.&lt;br /&gt;
** Automatically succeed a CHA/Persuading check.&lt;br /&gt;
** Get a mundane item for free or at a tangible discount.&lt;br /&gt;
** Find a place to stay for the night, away from prying eyes and ears.&lt;br /&gt;
** Earn an audience with a prominent politician… though you may still have to wait a few days before they see you.&lt;br /&gt;
** Get exonerated for a misdemeanor.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Card Shark'''&lt;br /&gt;
|&lt;br /&gt;
|When gambling, gain +3 to Deceiving, Fortuity, Intuiting, and Sleight of Hand checks.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Charmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Charmer (2/Recoup).''' Make a CHA attack against the WILL of a creature within 30 ft of you that is not hostile towards you. On a hit, they are Charmed by you for 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
Gain +3 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Courtesan's Knife'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a the Courtesan’s Knife ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courtesan’s Knife.''' For 4 AP, make a CHA attack against the LOG of a creature within 60 ft. On a hit, the target creature loses 1 Goodwill unless you hit that creature with this attack in the past 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''On Your Feet'''&lt;br /&gt;
|&lt;br /&gt;
|You may spend 1 AP to pull an adjacent ally up from being Prone.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
You can convincingly cast your voice to sound as though it is coming from 10 ft away.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism II'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
Gain +20 ft to the range on Ventriloquism.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Voice Sculptor'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|You can alter your voice to sound exactly like any humanoid that you have heard speak for at least one minute.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense Stack ==&lt;br /&gt;
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Ain't No Grave'''&lt;br /&gt;
|&lt;br /&gt;
|When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gritty Recovery'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When you finish Recouping, roll a die on the following table as determined by your END. Regain HP equal to the result.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!END&lt;br /&gt;
!Die&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|3-5&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|9-11&lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1d12&lt;br /&gt;
|}&lt;br /&gt;
|''Defense''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Meat Pile&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x2). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Character Level 10&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x3). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Character Level 15&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). Additionally, each time you level up, gain +1 max HP. &lt;br /&gt;
You also suffer no negative effects from being Fatigued for the first day you are Fatigued (allowing you to remove Death Points normally). This ability resets when Fatigued is removed.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Hardy&lt;br /&gt;
|You suffer -2 to your AR, REF, and FORT.&lt;br /&gt;
Your HP die size becomes 1d20 and you must recalculate your max HP following this formula: 10+(Level)d20.&lt;br /&gt;
&lt;br /&gt;
However, your AR and physical defenses can never exceed 11.&lt;br /&gt;
&lt;br /&gt;
When you gain a level, you must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Lucky Placement, Impulse, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Can't Kill What You Can't Catch'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|When an attack that targets your REF misses you, you may move 5 ft.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Dodge'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you would take half damage from an attack that targets your REF, you instead take no damage.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Impulse&lt;br /&gt;
|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition II'''&lt;br /&gt;
|Intuition&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition III'''&lt;br /&gt;
|Intuition II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 AR, REF, and FORT while wearing light armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive&lt;br /&gt;
|You may use your LUCK in place of your DEX when calculating your REF, but your REF cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|Lucky Placement now allows your REF to go up to 18. &lt;br /&gt;
You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement II&lt;br /&gt;
|Lucky Placement now has no REF limit.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of light armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of medium armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of heavy armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of shield. Gain the shield’s Resist bonus when you have that type of shield equipped. When you level up, you may lose this talent to gain another Second Skin talent. &lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Impulse, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Tough&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Tough II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Unarmored Defense&lt;br /&gt;
|Gain the Unarmored Awareness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unarmored Awareness (1/Catch Breath).''' You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 when you are making an AWR check or when your ANT is being attacked. This bonus lasts until the beginning of your next turn.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|If you have no uses of Unarmored Awareness left, you may use Unarmored Awareness once per round for 2 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|Unarmored Awareness becomes 3/Catch Breath. Also, your Unarmored Awareness II benefit now only costs 1 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness IV'''&lt;br /&gt;
|Unarmored Awareness III, Character Level 15&lt;br /&gt;
|Your Unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Maneuvers Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 AR against ranged attacks.&lt;br /&gt;
Gain the Barrel Roll ability.&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Roll (1/Round).''' When a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll II'''&lt;br /&gt;
|Barrel Roll&lt;br /&gt;
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawler'''&lt;br /&gt;
|&lt;br /&gt;
|When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Human Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your AR and physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and physical defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Training'''&lt;br /&gt;
|&lt;br /&gt;
|You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.&lt;br /&gt;
Gain the Raise ability.&lt;br /&gt;
&lt;br /&gt;
* '''Raise.''' Spend 1 AP to raise your shield, gaining +3 to your AR and physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you have a buckler equipped, you may add 1 AP to a melee attack you are making. If that attack hits, the creature suffers 1 TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Strap'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free. You can now use a two-handed melee weapon with a buckler, and can use the two-handed benefits of a hand-and-a-half weapon.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Fighting'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You gain the Resist abilities of kite shields and heater shields.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training II'''&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|Gain +1 to your AR while wielding a kite or heater shield.&lt;br /&gt;
Gain the Practiced Block ability.&lt;br /&gt;
&lt;br /&gt;
* '''Practiced Block (1/Catch Breath).''' The first time you use your Raise ability after rolling Initiative, it costs 0 AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training III'''&lt;br /&gt;
|Medium Shield Training II&lt;br /&gt;
|While you have a kite or heater shield equipped, you gain +2 to your AR and physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training IV'''&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If an attack against your REF misses you while you have Raise active and are wielding a kite or heater shield, you take no damage if you would otherwise take half damage.&lt;br /&gt;
Practiced Block becomes 2/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training V'''&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Raise ability now grants +4 to your AR and physical defenses until the beginning of your next turn.&lt;br /&gt;
Practiced Block becomes 3/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Mastery'''&lt;br /&gt;
|Medium Shield Training V&lt;br /&gt;
|You may now extend the bonus of your Raise ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Siblings'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Wall'''&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Wall talent and you are both wielding tower shields, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* Whenever both shields are Raised and one of you moves 5 ft, the other may move 5 ft as well without expending AP.&lt;br /&gt;
* Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.&lt;br /&gt;
* Gain the Shield Shove ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Shove.''' When moving only 5 ft, you may attempt to move into a space that another creature occupies and make a special STR attack against their FORT, adding your Shield Siblings AR bonus to your attack roll. On a hit, that creature is pushed back 5 ft.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Bash'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You no longer suffer -5 ft speed while wielding a tower shield and when you move 5 ft, the creature standing directly behind you can move with you without expending AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization II'''&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+2).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization III'''&lt;br /&gt;
|Tower Shield Specialization II&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+3) and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Partial Cover (+1).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Mastery'''&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft increases to Partial Cover (+2). You may now wield a tower shield with only one arm; however, when you make a melee attack, you only gain Partial Cover (+3) instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Stack ==&lt;br /&gt;
These talents offer you a small bonus in addition to giving you more Skill Points.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobat'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the acrobatics tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Expert'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill.&lt;br /&gt;
Each time you Take a Rest, you can craft a tonic or a vial of caustic flame. Either option loses its potency after 24 hours.&lt;br /&gt;
&lt;br /&gt;
* '''Tonic:''' When a creature drinks this tonic, it regains 1d4 HP.&lt;br /&gt;
* '''Flame Vial:''' A creature can throw this vial as an improvised thrown weapon. On a hit, the target creature gains Burning (1d4).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''A Little Bit Of Soul'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a check with a skill that has the crafting or knowledge tag, you may use your CHA instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Whisperer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Animal Whisperer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Animal Whisperer (1/Rest).''' For 3 AP, you may choose one creature with the beast tag within 20 ft of you. Make an Animal Handling check against the creature’s WILL. On a success, the creature is Charmed for 4 hours and it will not harm you, though it will not go out of its way to help you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Trainer'''&lt;br /&gt;
|Animal Whisperer&lt;br /&gt;
|If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcanist Understudy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Arcana.&lt;br /&gt;
You learn one arcane cantrip of your choice. Use your magic attribute. If you do not have one, use INT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Archaeologist'''&lt;br /&gt;
|&lt;br /&gt;
|Choose an environment: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. Alternatively, choose one nation that exists currently or has existed in the past.&lt;br /&gt;
&lt;br /&gt;
When you are in the environment or nation that you selected, gain a +3 bonus to Appraising, Art, Dungeoneering, Economics, Geography, History, and Investigating.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Artist Aspirant'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Entertainer (Artist) profession&lt;br /&gt;
|Gain +3 Art.&lt;br /&gt;
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Artistic Apprentice'''&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain one rank of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astrologer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astrology.&lt;br /&gt;
Gain the Astrologer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astrologer (1/Rest).''' When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, you may replace one d20 roll with the number that you wrote down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astronomer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astronomy.&lt;br /&gt;
If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography or Navigating skills).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Athlete'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the athleticism tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Autopsy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Appraising, Investigating, and Medicine when making a skill check related to studying a corpse. This can exceed your +20 skill cap.&lt;br /&gt;
When you make such a check, if you exceed a DC of 20 and the corpse died as a result of a creature, then you gain +1 TA against creatures of the same type for the next 24 hours. If the corpse died as a result of disease, you gain +2 FORT against that disease for the next 24 hours.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Aware'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the AWR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Balanced'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Balancing.&lt;br /&gt;
When a creature attempts to knock you Prone, instead of using your defense against that particular effect, you may choose to roll a Balancing check instead. If you meet or exceed their attack roll, you do not fall Prone (but still suffer damage or other effects, provided that they hit your appropriate defense).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Biologist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Biology.&lt;br /&gt;
You can immediately identify if a creature has the beast tag or monstrosity tag, or if it has neither. This costs 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewing Expert'''&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''By Feel, Not Measure'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your AWR instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Calligrapher'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Calligraphy.&lt;br /&gt;
When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Appraiser'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Appraising.&lt;br /&gt;
When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Carpenter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Carpentry.&lt;br /&gt;
If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by +5. You cannot do this to an area larger than 20 ft x 20 ft.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cartographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cartography.&lt;br /&gt;
After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charismatic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the CHA tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chef'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cooking.&lt;br /&gt;
Your artistic sense of how to mingle flavors allows you to improve any food and drink. When a creature consumes food or drink that you have had at least ten minutes to modify, you Charm that creature  for 1 hour. At the end of this time, the creature is not aware that they were Charmed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chemist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Chemistry.&lt;br /&gt;
Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink. When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry check against that creature’s FORT. On a success, they become Sickened for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Climber'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Climber ability.&lt;br /&gt;
&lt;br /&gt;
* '''Climber (1/Rest).''' You gain a climb speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cobbling.&lt;br /&gt;
Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains +3 Forced March.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbling Mastery'''&lt;br /&gt;
|Cobbler&lt;br /&gt;
|You may now patch three pairs of shoes each time you Take a Rest.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Contortionist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Contorting.&lt;br /&gt;
Moving through spaces that would require you to squeeze costs no additional movement.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Coordinated Effort'''&lt;br /&gt;
|COR 2&lt;br /&gt;
|Gain the Coordinated Effort ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coordinated Effort (1/Round).''' When an ally makes a weapon attack against a hostile creature within 5 ft of you, you may spend Reactive AP to make a melee attack against that creature. The amount of Reactive AP that this costs you equals your weapon’s normal APC -1 (min 1).&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cryptidology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 to Animal Handling, Biology, History, Nature, and Tracking when making a skill check to recall information regarding beasts or monstrosities. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a beast or monstrosity within 60 ft of you. Make a History or Nature check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its max HP.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dancer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dancing.&lt;br /&gt;
Gain +1 REF.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deckhand'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [water].&lt;br /&gt;
You can book passage on a boat or ship for free, provided that you contribute to maintaining the vessel. A ship that is already overstaffed might still turn you down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, and Religion when making a skill check to recall information regarding fiends. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a fiend within 60 ft of you. Make an Arcana, History, or Religion check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its Resist and Immune stats.&lt;br /&gt;
* Its Vulnerable stats.&lt;br /&gt;
* Its DR and DT stats.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dextrous'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the DEX tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Disguise Artist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Disguising.&lt;br /&gt;
You no longer need a disguise kit to make an Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Display of Willpower'''&lt;br /&gt;
|CHA 2&lt;br /&gt;
|Gain the Display of Willpower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Display of Willpower (CHA/Rest).''' You may spend 1 AP to become Rallied until the start of your next turn. If you were already suffering from the Demoralized, Frightened, or Shaken conditions, they are suppressed until the start of your next turn.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Distance Runner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Distance Running.&lt;br /&gt;
You can run a number of miles equal to your END x2 (min 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Double Time'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forced March.&lt;br /&gt;
When marching at a normal pace, you can travel 150% the typical distance before needing to make Fatigue rolls.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Driver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [land].&lt;br /&gt;
You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore Difficult Terrain imposed from rocks, debris and the like.&lt;br /&gt;
&lt;br /&gt;
Difficult Terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dungeoneer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dungeoneering.&lt;br /&gt;
Gain +1 ANT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Eavesdropper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Eavesdropping.&lt;br /&gt;
Gain the Eavesdropper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Eavesdropper (1/Recoup).''' When you make an Eavesdropping check, you may roll 2d20 and take the higher.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Economist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Economics.&lt;br /&gt;
By spending 1 month in a town or urban area, you can gain +1 Goodwill among the aristocracy or mercantile spheres (your choice each time). You may sell your services as an economist for 10 sc weekly while in a settled area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Empathetic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
Gain the Empathetic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Empathetic (1/Rest).''' When you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. On a success, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Endless Endurance'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When making an END attribute check outside of combat, if you rolled below a 10, treat your die roll as a 10.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Enduring'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the END tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Engineer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Engineering.&lt;br /&gt;
You can consult on building repairs to earn 10 sc per week while in an urban area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer Aspirant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer'''&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain one rank in the Entertainer Profession. You must choose the Performer track instead of the Artist track.&lt;br /&gt;
This replaces your Entertainer Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Evading.&lt;br /&gt;
Gain the Evader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evader (2/Rest).''' When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Feat of Strength'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Feat of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* '''Feat of Strength (1/Recoup).''' When you make a STR attribute check, you may double your STR bonus.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Forager'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Foraging.&lt;br /&gt;
When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work.)&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forceful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Applied Force.&lt;br /&gt;
When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make a Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forging.&lt;br /&gt;
Gain the Forgery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Forgery (1/Rest).''' If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sc you spend, add +1 to your Forging check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Fortuitous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Fortuity.&lt;br /&gt;
When making a Fortuity check, your crit range increases by +3 (e.g., from 20 to 17-20). The max crit range is still 16-20.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gentried Title'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Calligraphy*, Cartography*, Painting*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Geographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Geography.&lt;br /&gt;
When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Glassblower'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Glass Blowing.&lt;br /&gt;
Gain the Glassblower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Glassblower (1/Week).''' You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make custom glassware on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go-Getter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Economics, History, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
&lt;br /&gt;
'''Subterfuge:''' Forging*, Sleight of Hand &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Gossiper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Gossiping.&lt;br /&gt;
Gain the Gossiper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gossiper (1/Rest).''' You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossiping check against a DC equal to 15 + that creature’s CHA. On a success, they lose 1 Goodwill. You can only target the same creature once a week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Historian'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 History.&lt;br /&gt;
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Influencer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intelligent'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the INT tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intimidating.&lt;br /&gt;
Gain the Intimidator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intimidator (1/Rest).''' Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. On a success, then you know exactly how to get under their skin. Roll 2d20 and take the higher when you make your Intimidating check. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuitive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intuiting.&lt;br /&gt;
Gain the Intuitive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intuitive (1/Recoup).''' Your intuition extends beyond living people to intellectual fields as well. When you would make an INT check, you can add your Intuiting bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Investigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Investigating.&lt;br /&gt;
Gain the Investigator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Investigator (1/Recoup).''' When making an Investigating check, you can add your LUCK/Fortuity on top of your Investigating.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jack Of All Trades'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Savoir Faire.&lt;br /&gt;
Gain the Jack of All Trades ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jack of All Trades (2/Rest).''' You can present yourself to another character as though you have 1 professional rank in any profession of your choice. This deception is nonmagical and lasts for 1 hour.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeweler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jeweler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jeweler (1/Rest).''' You can produce a work of semiprecious jewelry, provided that you have some form of mineral. Make a Jeweling check. You can sell your jewelry for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jewelry Expert'''&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jewelry Expert ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jewelry Expert (1/Month).''' You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling check. You can sell your jewelry for that many dc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Keen Anticipation'''&lt;br /&gt;
|AWR 2&lt;br /&gt;
|Gain the Keen Anticipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keen Anticipation (1/Rest).''' When you would be Completely Surprised, you are instead Partially Surprised.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledgeable'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lawyer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Law.&lt;br /&gt;
While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your Goodwill by +1 at the end of each month.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leadership.&lt;br /&gt;
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lean-To'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sheltering.&lt;br /&gt;
When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it +2 on END checks made to resist extreme weather.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leatherworker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leatherworking.&lt;br /&gt;
Gain the Leatherworker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Leatherworker (1/Week).''' You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lifelong Learner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 Skill Point in any skill. Each time you level up, gain +1 Skill Point in any skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lockpicker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Lockpicking.&lt;br /&gt;
Gain the Lockpicker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lockpicker (1/Rest).''' When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Logical Conclusion'''&lt;br /&gt;
|INT 2&lt;br /&gt;
|Gain the Logical Conclusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Logical Conclusion (INT/Rest).''' When you are Charmed or Frightened by a creature, you may spend 2 AP on your turn to make an INT attribute check vs the LOG of the creature that imposed the condition on you. On a hit, you remove the condition.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Luck of the Draw'''&lt;br /&gt;
|LUCK 2&lt;br /&gt;
|Whenever you spend a Luck Point, you may first call out “evens” or “odds” and roll a die. If you were correct, regain the Luck Point after spending it. If you were incorrect, instead you gain 1 Death Point.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the LUCK tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mason'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Masonry.&lt;br /&gt;
Gain the Mason ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mason (1/Week).''' You can produce a nice piece of stonework provided that you have some form of stone to work with. Make a Masonry check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Medicine.&lt;br /&gt;
Gain the Medic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Medic (1/Rest).''' When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Menace'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Menacing.&lt;br /&gt;
Gain the Menace ability.&lt;br /&gt;
&lt;br /&gt;
* '''Menace (1/Rest).''' When you menace someone, you may first display your strength to show that you mean business. Make a STR/Applied Force check against the creature’s WILL. On a success, you can roll 2d20 for your Menacing check, taking the higher. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Musician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Instrument [your choice].&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturalist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Naturalist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Naturalist (2/Week).''' If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Navigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Navigating.&lt;br /&gt;
So long as you can see a natural landmark, you cannot become lost, except by magical means.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Observant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the observation tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Officer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Military.&lt;br /&gt;
Gain the Officer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Officer (1/Week).''' You know how to speak with military officials. You can request an audience with any military officer who has professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Painter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Painting.&lt;br /&gt;
Gain the Painter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Painter (1/Week).''' You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Part-Time Student'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Investigating&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one]&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Forging*&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating*&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Perceptive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Perceiving.&lt;br /&gt;
Gain the Perceptive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perceiving (1/Rest).''' When you make a check with another skill that has the observation tag, you can add 1⁄2 your Perceiving as an additional bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Performer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the performance tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Persuasive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Persuading.&lt;br /&gt;
Gain the Persuasive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Persuasive (1/Rest).''' You can cast the [[Charm Creature]] primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Petty Criminal'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting, Tumbling&lt;br /&gt;
* '''Athleticism:''' Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Brewing*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Intimidating, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Dungeoneering, Sneaking &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Pickpocket'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sleight of Hand.&lt;br /&gt;
When you have an item with the light tag on your person, you can give it the concealed tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in your choice of the Alchemy or Brewing skill.&lt;br /&gt;
When you Take a Rest, you may make an Alchemy or Brewing check to brew a dose of poison. The poison deals 1d4 damage when ingested, and causes a condition based on your skill check. (see the following Poisoner table.)&lt;br /&gt;
&lt;br /&gt;
The poison spoils after 24 hours, becoming a foul-tasting but harmless liquid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|10 or less&lt;br /&gt;
|Shaken for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|Shaken for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|Sickened for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|Sickened for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|Sickened and Dazed for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|31+&lt;br /&gt;
|Sickened and Dazed for 1 hour&lt;br /&gt;
|}&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Politician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Politics of [choose region].&lt;br /&gt;
Gain the Politician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Politician (1/Week).''' You may leverage favors to secure a meeting with a noble or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Potter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Pottery.&lt;br /&gt;
Gain the Potter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Potter (1/Week).''' You can produce some pottery provided that you have some form of clay to work with. Make a Pottery check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Powerlifter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
You can carry +2 unwieldy items without being encumbered.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Practiced Warrior'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Athletics:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Influence:''' Intimidating, Leadership&lt;br /&gt;
* '''Knowledge:''' Geography, History, Medicine*, Military Vehicles* [land]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March, Menacing&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Navigating*, Sheltering&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Practice Makes Perfect'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your DEX instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Reflexive Dodge'''&lt;br /&gt;
|DEX 2&lt;br /&gt;
|Gain the Reflexive Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reflexive Dodge (DEX/Rest).''' When a creature hits your REF, you may spend 1 Reactive AP to make a DEX/Dancing check. Your REF becomes that number against that attack.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Religious'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Scavenger'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Scavenging.&lt;br /&gt;
Gain the Scavenger ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scavenger (1/Rest).''' When you fail a Scavenging check, you may instead treat it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Smith'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Smithing.&lt;br /&gt;
Gain the Smith ability.&lt;br /&gt;
&lt;br /&gt;
* '''Smith (1/Rest).''' You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon or armor are still available, you can completely restore a weapon or armor set.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sneak'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sneaking.&lt;br /&gt;
Gain the Sneak ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sneak (1/Rest).''' If you are hidden or Concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or Concealed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprinter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sprinting skill.&lt;br /&gt;
Gain the Sprinter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sprinter (1/Rest).''' Move up to your speed for 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the stamina tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Strong'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the STR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Subverter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the subterfuge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the survival tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Swimmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Swimmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Swimmer (1/Rest).''' Gain a swim speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tentative Believer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
* '''Stamina:''' Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating* &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tracking.&lt;br /&gt;
Gain the Tracker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Tracker (1/Rest).''' When you fail a Tracking check, you may count it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Traveler'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting&lt;br /&gt;
* '''Athleticism:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Knowledge:''' Astrology, Astronomy, Geography, Medicine*, Vehicles* [land]&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Instrument* [choose one]&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tumbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tumbling.&lt;br /&gt;
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Vampirology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, Investigating, Perceiving, Religion, and Savoir Faire when making a skill check to recall information regarding vampires or to pass yourself off as one. This can exceed your +20 skill cap.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Weaver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Weaving.&lt;br /&gt;
Gain the Weaver ability.&lt;br /&gt;
&lt;br /&gt;
* '''Weaver (1/Week).''' You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Whittler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Woodcarving.&lt;br /&gt;
Gain the Whittler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whittler (1/Week).''' You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Specialization Stacks ==&lt;br /&gt;
&lt;br /&gt;
=== Misc Stack ===&lt;br /&gt;
These talents offer a variety of miscellaneous bonuses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Companion'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Animal Handling and +2 Nature. &lt;br /&gt;
You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Heirloom'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting silver.&lt;br /&gt;
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to attack rolls with this weapon at levels 1, 10, 20, and 30.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hearty Antibodies'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist 4 against any one disease of your choice. Whenever you make a d20 roll to avoid becoming infected or avoid the effects of a disease, gain a +4 bonus.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Inheritance'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|Add +200 sc to your starting wealth.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Last Effort'''&lt;br /&gt;
|&lt;br /&gt;
|When you start your turn, gain +1 TA if you have any Death Points, and +2 TA if you have more than 3 Death Points.&lt;br /&gt;
When you gain enough Death Points to kill you, you may immediately take one more turn. Any attacks you make automatically hit, and your crit range is 16-20 for all these attacks during this turn.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Pilfer'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you gain sc as a result of looting bodies or finding treasure in an unpopulated area, increase the amount of sc you receive by 5%. Increase your total after dividing the total amount of sc among the party.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Aspect Talents ===&lt;br /&gt;
To gain access to Primal Aspects, you must take one or more talents in the [[Berzerker]], [[Oracle]], and/or [[Ranger]] classes or find another way to access to them, such as a magical boon from an Archfae.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect'''&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|''Repeatable.'' Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
|''Primal Aspect, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus'''&lt;br /&gt;
|At least 2 Primal Aspects&lt;br /&gt;
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in combat, and by spending 1 AP when you are in combat.&lt;br /&gt;
If you know more than two Aspects, you can choose which two are available to switch between upon Taking a Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus II'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|You can switch between any of your Primal Aspects, even if you know more than two, using your Aspect Focus.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus III'''&lt;br /&gt;
|Primal Aspect Focus II, Character Level 10&lt;br /&gt;
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus IV'''&lt;br /&gt;
|Primal Aspect Focus III, Character Level 15&lt;br /&gt;
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|Gain the Primal Aspect Transference ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Aspect Transference (1/Rest).''' Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
While an Aspect is transferred to an ally, it is unavailable for you to switch to.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference II'''&lt;br /&gt;
|Primal Aspect Transference&lt;br /&gt;
|Primal Aspect Transference becomes 3/Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primal Aspect Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Talent Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: A’rl’ng'''&lt;br /&gt;
|You may spend 1 AP to magically double all movement you take for this turn. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Heq'''&lt;br /&gt;
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Sekh'''&lt;br /&gt;
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Stoll'''&lt;br /&gt;
|Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Tamat'''&lt;br /&gt;
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. '''(1/Recoup)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Vele'''&lt;br /&gt;
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Woden'''&lt;br /&gt;
|Gain +6 to Vehicles* [water] and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fear Resistance Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody'''&lt;br /&gt;
|At least +1 with any Instrument&lt;br /&gt;
|When you attempt to Take a Rest, you can play a haunting melody to hold the worst effects of fear at bay. &lt;br /&gt;
Make a CHA/Instrument check. The DC is 10. If you succeed, you do not have to resolve your Fear before Taking a Rest.&lt;br /&gt;
&lt;br /&gt;
The DC increases by +2 for every consecutive day that you attempt to do this.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody II'''&lt;br /&gt;
|Haunting Melody&lt;br /&gt;
|When you use Haunting Melody, you may target a number of creatures equal to or less than your AWR.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody III'''&lt;br /&gt;
|Haunting Melody II&lt;br /&gt;
|When you use Haunting Melody, if you beat the target DC by more than 5, each affected creature removes 1 Fear.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Logic Prevails'''&lt;br /&gt;
|Incompatibilities: Mind Over Matter&lt;br /&gt;
|You may use INT to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind-Killer'''&lt;br /&gt;
|&lt;br /&gt;
|When your Fear is in excess of your Fear Threshold, you gain the Iron Will and Steel Mind traits.&lt;br /&gt;
'''Iron Will:''' You are Immune to being Frightened or Shaken.&lt;br /&gt;
&lt;br /&gt;
'''Steel Mind:''' You are Immune to being Charmed or Enthralled.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Incompatibilities: Logic Prevails&lt;br /&gt;
|You may use CHA to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Reassuring Presence'''&lt;br /&gt;
|&lt;br /&gt;
|When you use an ability that causes you to ignore the Frightened condition to instead cancel Fear, if the ability would allow you to extend the benefit to one or more allies normally, you may cancel the Fear they would gain from the same source.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid'''&lt;br /&gt;
|&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear 1 per Recoup.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid II'''&lt;br /&gt;
|Unafraid&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear as often as you could normally use those abilities.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable Psyche'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Fear Threshold increases by +2.&lt;br /&gt;
|''Fear Resistance, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster Hunter Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Concealed Weapon'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one weapon that you own that does not have the unwieldy tag. It gains the concealed tag. If you lose this weapon, you may choose a new weapon that you own after you Take a Rest.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|&lt;br /&gt;
|When you would take falling damage and would land within 5 ft of another creature, you may make a special melee attack against that creature for 1 AP or 1 Reactive AP. Make a STR or DEX attack targeting their ANT. You have +1 TA on this attack, or +3 TA if the creature is unaware of you.&lt;br /&gt;
On a hit, you only take 1⁄2 your falling damage, and the target creature takes the other half. If you make one or more additional attacks against that creature on the same turn, you retain your TA for those attacks as well.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Hair Trigger Instinct'''&lt;br /&gt;
|&lt;br /&gt;
|When you would be hit by a trap effect, you may make a DEX, AWR, or LUCK check against the trap’s attack roll or DC. If your roll equals or exceeds the trap’s, then you escape the trap unaffected. (2/Recoup)&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Water'''&lt;br /&gt;
|Divine 3&lt;br /&gt;
|By bestowing your holy energy into a contained amount of water not exceeding 1 gallon, you can create holy water.&lt;br /&gt;
The process of blessing this water takes 10 minutes and can be done during a Recoup. &lt;br /&gt;
&lt;br /&gt;
You can split the water into up to four separate containers. Any creature in possession of a container can douse themself or another creature as though administering a potion.&lt;br /&gt;
&lt;br /&gt;
A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleansing Holy Water'''&lt;br /&gt;
|Holy Water&lt;br /&gt;
|A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, a creature gains 1d4 Shield HP, unless it is a creature with the fiend or undead tag, in which case it takes 1d10 radiant damage.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Stake Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|When you Take a Rest, you may spend part of your time awake crafting stakes. These have the stats of dirks, daggers, or knives (your choice for each one), but they break on a crit fail or after they deal damage one time. You can craft a number of stakes equal to 1 + your INT.&lt;br /&gt;
If a stake crafted in this way hits a vampire, count it as a crit. This crit ignores DR.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14110</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14110"/>
		<updated>2025-12-14T00:55:09Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks or magic talents, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.&lt;br /&gt;
&lt;br /&gt;
== Combat Stack ==&lt;br /&gt;
These talents will help you in a variety of combat situations&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Adrenaline Rush'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain the Adrenaline Rush ability. Each time you take this talent again, increase the number of times you can use this ability by 1. You cannot use this ability again while it is already active.&lt;br /&gt;
&lt;br /&gt;
* '''Adrenaline Rush (1/Rest).''' Reduce the APC of your melee weapon attacks by 1 (min 2) for 1 minute.&lt;br /&gt;
|''Combat, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Arterial Precision'''&lt;br /&gt;
|&lt;br /&gt;
|When making a weapon attack, you may choose to suffer a -8 penalty to the attack roll. If you hit, the creature also suffers Bleeding 1d6.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&lt;br /&gt;
|&lt;br /&gt;
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. '''Hit:''' Knock the creature Prone if it is no more than two Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deliberative'''&lt;br /&gt;
|&lt;br /&gt;
|Suffer a -6 penalty to Initiative rolls. If you act last on the first round of combat, you gain +2 AP on your first turn of that combat.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the ability to Exploit.&lt;br /&gt;
&lt;br /&gt;
* '''Exploit.''' (X AP) When a creature within your melee weapon’s reach does one of the following actions, you may spend Reactive AP to make an attack against that creature immediately. The amount of Reactive AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.&lt;br /&gt;
You can Exploit when a creature: &lt;br /&gt;
&lt;br /&gt;
* Moves out of your melee weapon's reach&lt;br /&gt;
* Administers a potion (themselves or feeding it to another creature.)&lt;br /&gt;
* Makes a ranged attack while within your melee weapon's reach&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gutter Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|When you have 0 HP, you gain +1 AP at the start of each of your turns, you can use the Exploit maneuver, and your unarmed damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage while Gutter Fighter is active.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|Exploitative&lt;br /&gt;
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ready Up'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Ready Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ready Up (1/Round).''' You may spend the AP you would normally spend to make a weapon attack or use an ability, but choose not to complete the attack or ability. Instead, specify a triggering event, such as “A hostile creature moves within my line of sight” or “My ally moves within 5 ft of me.” Once the triggering event occurs before the start of your next turn, immediately complete the action that you spent AP to do.&lt;br /&gt;
&lt;br /&gt;
If you use this ability to prepare an expendable ability, and the triggering event does not occur before the start of your next turn, you still expend the use of that ability and its effects are wasted.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Trick Technique'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Sleight of Hand.&lt;br /&gt;
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your ranged weapon attack roll, such as those from Cover or TD, from your damage roll instead of your attack roll.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cool Under Pressure'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not suffer any TD.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Guarded Shot'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Point Blank Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by +1 (e.g., if you crit on a 20, now crit on a 19-20).&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|Gain the Power Shot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Power Shot.''' You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you make your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Critical Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Astounding Critical'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For The Knees'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Bull Rush&lt;br /&gt;
|If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked Prone and you may immediately make another attack against that creature without expending AP.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impale'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit with a two-handed melee weapon that deals sharp damage, make a secondary DEX attack against their FORT. On a hit, the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunistic Crit'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your reactive attack are still met.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Slow And Steady'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 damage on all damage rolls, but can no longer crit. This increases by +1 at levels 10, 20, and 30 to a max of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise, LUCK 2&lt;br /&gt;
|While you have 0 Luck Points, your crit range is increased by +1 with weapons if you have Weapon Expertise with those weapons.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dual Wielding Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Basic Dual Wield'''&lt;br /&gt;
|&lt;br /&gt;
|You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the light and one-handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your subsequent attacks as well provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|While you are using two weapons, you gain Resist Physical +2 against melee attacks.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker II'''&lt;br /&gt;
|Blade Blocker, Dual Wield IV&lt;br /&gt;
|Blade Blocker becomes Resist Physical +4.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the light tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield II'''&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the light tag (they must both still have the one-handed tag).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield III'''&lt;br /&gt;
|Dual Wield II, STR 2&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield IV'''&lt;br /&gt;
|Dual Wield III, STR 4&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== One-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Duelist'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lunge'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action. You gain +1 TA on the attack if you move in this way.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Perfect Strike Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike'''&lt;br /&gt;
|&lt;br /&gt;
|When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike II'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Ignore shields when using Perfect Strike.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Strike'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When you hit with Perfect Strike, deal critical damage.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Shot'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When making a ranged or thrown attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Choose a weapon tag (one-handed, hand-and-a-half, or two-handed) and another tag (light, unwieldy, reach, or no secondary tag). Gain the Perfect Technique ability with melee weapons that have both of those tags.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Technique (1/Recoup)'''. When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. &lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique II'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|Choose a specific weapon that falls within the parameters you chose as part of Perfect Technique. (For example, if you chose one-handed light weapons, you could choose shortswords for this talent.) When making your Perfect Technique attack, call out a number between 1 and 20. If your die rolls within 2 of that number (for a total range of 5), you do not expend your use of Perfect Technique.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Technique'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|When you crit with Perfect Technique, inflict Bleeding 2.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scrap Fighter Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|Improvised weapons cost 1 fewer AP for you to use (min 2).&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Brawler'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|''Repeatable.'' Your damage with improvised weapons increases by one die size (e.g., from 1d4 to 1d6, max 1d12).&lt;br /&gt;
|''Combat, Scrap Fighter, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrabbling Frenzy'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|Gain the Scrabbling Frenzy ability. You can only use this ability when you are Bloodied.&lt;br /&gt;
&lt;br /&gt;
* '''Scrabbling Frenzy (2/Rest).''' The APC of improvised weapons is reduced by 1 (min 1) for the next 30 seconds. &lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawn Beats Brain'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|You may use any melee weapon as an improvised bludgeon.&lt;br /&gt;
If the weapon is bladed, you may also use it as an improvised small blade if it has the thrown or concealed tags, or as an improvised large blade if it does not.&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Two-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bristle'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bristle ability. You may only use this ability when wielding a two-handed weapon with a Reach of 10 ft or greater.&lt;br /&gt;
&lt;br /&gt;
* '''Bristle (1/Round).''' When a creature moves into reach of your weapon, you may attack it reactively by spending AP equal to the weapon’s normal APC.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rend (END/Rest).''' When you make an attack with a two-handed melee weapon using STR, or with a hand-and-a-half weapon wielded with two hands, add double your STR to the damage roll, instead of only adding your STR.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend III'''&lt;br /&gt;
|Rend II, STR 6&lt;br /&gt;
|Rend becomes END/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|Gain the Great Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Great Rend (2/Recoup).''' When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend II'''&lt;br /&gt;
|Great Rend, STR 8&lt;br /&gt;
|Great Rend becomes 2/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend III'''&lt;br /&gt;
|Great Rend II, STR 10&lt;br /&gt;
|You may use your Great Rend ability indefinitely.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon type: one-handed, two-handed, or hand- and-a-half. Choose a range: melee, ranged, thrown, or reach. Gain +1 to attack and damage rolls with weapons that have both of those qualities. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mastery'''&lt;br /&gt;
|Weapon Expertise&lt;br /&gt;
|Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have two-handed, ranged Weapon Expertise, you may choose a longbow). Gain +1 to attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Weapon Mastery'''&lt;br /&gt;
|Weapon Mastery&lt;br /&gt;
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by +1. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Command Stack ==&lt;br /&gt;
These talents will make you better at commanding a room or battlefield with your undeniable presence&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together'''&lt;br /&gt;
|&lt;br /&gt;
|Creatures suffer 1 TD on attacks against you and allies within 5 ft of you when you have at least one ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together II'''&lt;br /&gt;
|Better Together&lt;br /&gt;
|Creatures suffer 1 TD per ally within 5 ft of you (to a max of 3 TD) when attacking you or an ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Call in a Favor'''&lt;br /&gt;
|&lt;br /&gt;
|You always know whether you have positive or negative Goodwill in a given social facet.&lt;br /&gt;
Gain the Call in a Favor ability, which you may only use if you have positive Goodwill in the related social facet.&lt;br /&gt;
&lt;br /&gt;
* '''Call in a Favor.''' While in a populated area, you may choose to lose 1 Goodwill in a social facet of your choice. In return, you gain a small favor granted by an NPC affiliated with the related social facet. The exact nature of the favor is up to the MC, though suggestions are on the following list.&lt;br /&gt;
** Automatically succeed a CHA/Persuading check.&lt;br /&gt;
** Get a mundane item for free or at a tangible discount.&lt;br /&gt;
** Find a place to stay for the night, away from prying eyes and ears.&lt;br /&gt;
** Earn an audience with a prominent politician… though you may still have to wait a few days before they see you.&lt;br /&gt;
** Get exonerated for a misdemeanor.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Card Shark'''&lt;br /&gt;
|&lt;br /&gt;
|When gambling, gain +3 to Deceiving, Fortuity, Intuiting, and Sleight of Hand checks.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Charmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Charmer (2/Recoup).''' Make a CHA attack against the WILL of a creature within 30 ft of you that is not hostile towards you. On a hit, they are Charmed by you for 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
Gain +3 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Courtesan's Knife'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a the Courtesan’s Knife ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courtesan’s Knife.''' For 4 AP, make a CHA attack against the LOG of a creature within 60 ft. On a hit, the target creature loses 1 Goodwill unless you hit that creature with this attack in the past 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''On Your Feet'''&lt;br /&gt;
|&lt;br /&gt;
|You may spend 1 AP to pull an adjacent ally up from being Prone.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
You can convincingly cast your voice to sound as though it is coming from 10 ft away.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism II'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
Gain +20 ft to the range on Ventriloquism.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Voice Sculptor'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|You can alter your voice to sound exactly like any humanoid that you have heard speak for at least one minute.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense Stack ==&lt;br /&gt;
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Ain't No Grave'''&lt;br /&gt;
|&lt;br /&gt;
|When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gritty Recovery'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When you finish Recouping, roll a die on the following table as determined by your END. Regain HP equal to the result.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!END&lt;br /&gt;
!Die&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|3-5&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|9-11&lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1d12&lt;br /&gt;
|}&lt;br /&gt;
|''Defense''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Meat Pile&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x2). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Character Level 10&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x3). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Character Level 15&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). Additionally, each time you level up, gain +1 max HP. &lt;br /&gt;
You also suffer no negative effects from being Fatigued for the first day you are Fatigued (allowing you to remove Death Points normally). This ability resets when Fatigued is removed.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Hardy&lt;br /&gt;
|You suffer -2 to your AR, REF, and FORT.&lt;br /&gt;
Your HP die size becomes 1d20 and you must recalculate your max HP following this formula: 10+(Level)d20.&lt;br /&gt;
&lt;br /&gt;
However, your AR and physical defenses can never exceed 11.&lt;br /&gt;
&lt;br /&gt;
When you gain a level, you must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Lucky Placement, Impulse, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Can't Kill What You Can't Catch'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|When an attack that targets your REF misses you, you may move 5 ft.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Dodge'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you would take half damage from an attack that targets your REF, you instead take no damage.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Impulse&lt;br /&gt;
|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition II'''&lt;br /&gt;
|Intuition&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition III'''&lt;br /&gt;
|Intuition II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 AR, REF, and FORT while wearing light armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive&lt;br /&gt;
|You may use your LUCK in place of your DEX when calculating your REF, but your REF cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|Lucky Placement now allows your REF to go up to 18. &lt;br /&gt;
You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement II&lt;br /&gt;
|Lucky Placement now has no REF limit.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of light armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of medium armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of heavy armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of shield. Gain the shield’s Resist bonus when you have that type of shield equipped. When you level up, you may lose this talent to gain another Second Skin talent. &lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Impulse, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Tough&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Tough II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Unarmored Defense&lt;br /&gt;
|Gain the Unarmored Awareness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unarmored Awareness (1/Catch Breath).''' You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 when you are making an AWR check or when your ANT is being attacked. This bonus lasts until the beginning of your next turn.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|If you have no uses of Unarmored Awareness left, you may use Unarmored Awareness once per round for 2 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|Unarmored Awareness becomes 3/Catch Breath. Also, your Unarmored Awareness II benefit now only costs 1 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness IV'''&lt;br /&gt;
|Unarmored Awareness III, Character Level 15&lt;br /&gt;
|Your Unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Maneuvers Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 AR against ranged attacks.&lt;br /&gt;
Gain the Barrel Roll ability.&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Roll (1/Round).''' When a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll II'''&lt;br /&gt;
|Barrel Roll&lt;br /&gt;
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawler'''&lt;br /&gt;
|&lt;br /&gt;
|When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Human Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your AR and physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and physical defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Training'''&lt;br /&gt;
|&lt;br /&gt;
|You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.&lt;br /&gt;
Gain the Raise ability.&lt;br /&gt;
&lt;br /&gt;
* '''Raise.''' Spend 1 AP to raise your shield, gaining +3 to your AR and physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you have a buckler equipped, you may add 1 AP to a melee attack you are making. If that attack hits, the creature suffers 1 TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Strap'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free. You can now use a two-handed melee weapon with a buckler, and can use the two-handed benefits of a hand-and-a-half weapon.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Fighting'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You gain the Resist abilities of kite shields and heater shields.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training II'''&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|Gain +1 to your AR while wielding a kite or heater shield.&lt;br /&gt;
Gain the Practiced Block ability.&lt;br /&gt;
&lt;br /&gt;
* '''Practiced Block (1/Catch Breath).''' The first time you use your Raise ability after rolling Initiative, it costs 0 AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training III'''&lt;br /&gt;
|Medium Shield Training II&lt;br /&gt;
|While you have a kite or heater shield equipped, you gain +2 to your AR and physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training IV'''&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If an attack against your REF misses you while you have Raise active and are wielding a kite or heater shield, you take no damage if you would otherwise take half damage.&lt;br /&gt;
Practiced Block becomes 2/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training V'''&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Raise ability now grants +4 to your AR and physical defenses until the beginning of your next turn.&lt;br /&gt;
Practiced Block becomes 3/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Mastery'''&lt;br /&gt;
|Medium Shield Training V&lt;br /&gt;
|You may now extend the bonus of your Raise ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Siblings'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Wall'''&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Wall talent and you are both wielding tower shields, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* Whenever both shields are Raised and one of you moves 5 ft, the other may move 5 ft as well without expending AP.&lt;br /&gt;
* Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.&lt;br /&gt;
* Gain the Shield Shove ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Shove.''' When moving only 5 ft, you may attempt to move into a space that another creature occupies and make a special STR attack against their FORT, adding your Shield Siblings AR bonus to your attack roll. On a hit, that creature is pushed back 5 ft.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Bash'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You no longer suffer -5 ft speed while wielding a tower shield and when you move 5 ft, the creature standing directly behind you can move with you without expending AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization II'''&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+2).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization III'''&lt;br /&gt;
|Tower Shield Specialization II&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+3) and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Partial Cover (+1).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Mastery'''&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft increases to Partial Cover (+2). You may now wield a tower shield with only one arm; however, when you make a melee attack, you only gain Partial Cover (+3) instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Stack ==&lt;br /&gt;
These talents offer you a small bonus in addition to giving you more Skill Points.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobat'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the acrobatics tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Expert'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill.&lt;br /&gt;
Each time you Take a Rest, you can craft a tonic or a vial of caustic flame. Either option loses its potency after 24 hours.&lt;br /&gt;
&lt;br /&gt;
* '''Tonic:''' When a creature drinks this tonic, it regains 1d4 HP.&lt;br /&gt;
* '''Flame Vial:''' A creature can throw this vial as an improvised thrown weapon. On a hit, the target creature gains Burning (1d4).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''A Little Bit Of Soul'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a check with a skill that has the crafting or knowledge tag, you may use your CHA instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Whisperer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Animal Whisperer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Animal Whisperer (1/Rest).''' For 3 AP, you may choose one creature with the beast tag within 20 ft of you. Make an Animal Handling check against the creature’s WILL. On a success, the creature is Charmed for 4 hours and it will not harm you, though it will not go out of its way to help you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Trainer'''&lt;br /&gt;
|Animal Whisperer&lt;br /&gt;
|If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcanist Understudy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Arcana.&lt;br /&gt;
You learn one arcane cantrip of your choice. Use your magic attribute. If you do not have one, use INT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Archaeologist'''&lt;br /&gt;
|&lt;br /&gt;
|Choose an environment: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. Alternatively, choose one nation that exists currently or has existed in the past.&lt;br /&gt;
&lt;br /&gt;
When you are in the environment or nation that you selected, gain a +3 bonus to Appraising, Art, Dungeoneering, Economics, Geography, History, and Investigating.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Artist Aspirant'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Entertainer (Artist) background&lt;br /&gt;
|Gain +3 Art.&lt;br /&gt;
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Artistic Apprentice'''&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain one rank of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astrologer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astrology.&lt;br /&gt;
Gain the Astrologer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astrologer (1/Rest).''' When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, you may replace one d20 roll with the number that you wrote down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astronomer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astronomy.&lt;br /&gt;
If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography or Navigating skills).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Athlete'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the athleticism tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Autopsy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Appraising, Investigating, and Medicine when making a skill check related to studying a corpse. This can exceed your +20 skill cap.&lt;br /&gt;
When you make such a check, if you exceed a DC of 20 and the corpse died as a result of a creature, then you gain +1 TA against creatures of the same type for the next 24 hours. If the corpse died as a result of disease, you gain +2 FORT against that disease for the next 24 hours.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Aware'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the AWR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Balanced'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Balancing.&lt;br /&gt;
When a creature attempts to knock you Prone, instead of using your defense against that particular effect, you may choose to roll a Balancing check instead. If you meet or exceed their attack roll, you do not fall Prone (but still suffer damage or other effects, provided that they hit your appropriate defense).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Biologist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Biology.&lt;br /&gt;
You can immediately identify if a creature has the beast tag or monstrosity tag, or if it has neither. This costs 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewing Expert'''&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''By Feel, Not Measure'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your AWR instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Calligrapher'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Calligraphy.&lt;br /&gt;
When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Appraiser'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Appraising.&lt;br /&gt;
When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Carpenter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Carpentry.&lt;br /&gt;
If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by +5. You cannot do this to an area larger than 20 ft x 20 ft.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cartographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cartography.&lt;br /&gt;
After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charismatic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the CHA tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chef'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cooking.&lt;br /&gt;
Your artistic sense of how to mingle flavors allows you to improve any food and drink. When a creature consumes food or drink that you have had at least ten minutes to modify, you Charm that creature  for 1 hour. At the end of this time, the creature is not aware that they were Charmed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chemist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Chemistry.&lt;br /&gt;
Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink. When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry check against that creature’s FORT. On a success, they become Sickened for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Climber'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Climber ability.&lt;br /&gt;
&lt;br /&gt;
* '''Climber (1/Rest).''' You gain a climb speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cobbling.&lt;br /&gt;
Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains +3 Forced March.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbling Mastery'''&lt;br /&gt;
|Cobbler&lt;br /&gt;
|You may now patch three pairs of shoes each time you Take a Rest.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Contortionist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Contorting.&lt;br /&gt;
Moving through spaces that would require you to squeeze costs no additional movement.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Coordinated Effort'''&lt;br /&gt;
|COR 2&lt;br /&gt;
|Gain the Coordinated Effort ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coordinated Effort (1/Round).''' When an ally makes a weapon attack against a hostile creature within 5 ft of you, you may spend Reactive AP to make a melee attack against that creature. The amount of Reactive AP that this costs you equals your weapon’s normal APC -1 (min 1).&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cryptidology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 to Animal Handling, Biology, History, Nature, and Tracking when making a skill check to recall information regarding beasts or monstrosities. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a beast or monstrosity within 60 ft of you. Make a History or Nature check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its max HP.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dancer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dancing.&lt;br /&gt;
Gain +1 REF.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deckhand'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [water].&lt;br /&gt;
You can book passage on a boat or ship for free, provided that you contribute to maintaining the vessel. A ship that is already overstaffed might still turn you down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, and Religion when making a skill check to recall information regarding fiends. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a fiend within 60 ft of you. Make an Arcana, History, or Religion check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its Resist and Immune stats.&lt;br /&gt;
* Its Vulnerable stats.&lt;br /&gt;
* Its DR and DT stats.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dextrous'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the DEX tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Disguise Artist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Disguising.&lt;br /&gt;
You no longer need a disguise kit to make an Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Display of Willpower'''&lt;br /&gt;
|CHA 2&lt;br /&gt;
|Gain the Display of Willpower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Display of Willpower (CHA/Rest).''' You may spend 1 AP to become Rallied until the start of your next turn. If you were already suffering from the Demoralized, Frightened, or Shaken conditions, they are suppressed until the start of your next turn.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Distance Runner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Distance Running.&lt;br /&gt;
You can run a number of miles equal to your END x2 (min 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Double Time'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forced March.&lt;br /&gt;
When marching at a normal pace, you can travel 150% the typical distance before needing to make Fatigue rolls.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Driver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [land].&lt;br /&gt;
You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore Difficult Terrain imposed from rocks, debris and the like.&lt;br /&gt;
&lt;br /&gt;
Difficult Terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dungeoneer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dungeoneering.&lt;br /&gt;
Gain +1 ANT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Eavesdropper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Eavesdropping.&lt;br /&gt;
Gain the Eavesdropper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Eavesdropper (1/Recoup).''' When you make an Eavesdropping check, you may roll 2d20 and take the higher.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Economist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Economics.&lt;br /&gt;
By spending 1 month in a town or urban area, you can gain +1 Goodwill among the aristocracy or mercantile spheres (your choice each time). You may sell your services as an economist for 10 sc weekly while in a settled area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Empathetic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
Gain the Empathetic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Empathetic (1/Rest).''' When you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. On a success, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Endless Endurance'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When making an END attribute check outside of combat, if you rolled below a 10, treat your die roll as a 10.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Enduring'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the END tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Engineer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Engineering.&lt;br /&gt;
You can consult on building repairs to earn 10 sc per week while in an urban area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer Aspirant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer'''&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain one rank in the Entertainer Profession. You must choose the Performer track instead of the Artist track.&lt;br /&gt;
This replaces your Entertainer Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Evading.&lt;br /&gt;
Gain the Evader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evader (2/Rest).''' When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Feat of Strength'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Feat of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* '''Feat of Strength (1/Recoup).''' When you make a STR attribute check, you may double your STR bonus.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Forager'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Foraging.&lt;br /&gt;
When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work.)&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forceful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Applied Force.&lt;br /&gt;
When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make a Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forging.&lt;br /&gt;
Gain the Forgery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Forgery (1/Rest).''' If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sc you spend, add +1 to your Forging check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Fortuitous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Fortuity.&lt;br /&gt;
When making a Fortuity check, your crit range increases by +3 (e.g., from 20 to 17-20). The max crit range is still 16-20.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gentried Title'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Calligraphy*, Cartography*, Painting*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Geographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Geography.&lt;br /&gt;
When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Glassblower'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Glass Blowing.&lt;br /&gt;
Gain the Glassblower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Glassblower (1/Week).''' You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make custom glassware on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go-Getter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Economics, History, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
&lt;br /&gt;
'''Subterfuge:''' Forging*, Sleight of Hand &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Gossiper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Gossiping.&lt;br /&gt;
Gain the Gossiper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gossiper (1/Rest).''' You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossiping check against a DC equal to 15 + that creature’s CHA. On a success, they lose 1 Goodwill. You can only target the same creature once a week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Historian'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 History.&lt;br /&gt;
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Influencer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intelligent'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the INT tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intimidating.&lt;br /&gt;
Gain the Intimidator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intimidator (1/Rest).''' Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. On a success, then you know exactly how to get under their skin. Roll 2d20 and take the higher when you make your Intimidating check. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuitive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intuiting.&lt;br /&gt;
Gain the Intuitive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intuitive (1/Recoup).''' Your intuition extends beyond living people to intellectual fields as well. When you would make an INT check, you can add your Intuiting bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Investigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Investigating.&lt;br /&gt;
Gain the Investigator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Investigator (1/Recoup).''' When making an Investigating check, you can add your LUCK/Fortuity on top of your Investigating.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jack Of All Trades'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Savoir Faire.&lt;br /&gt;
Gain the Jack of All Trades ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jack of All Trades (2/Rest).''' You can present yourself to another character as though you have 1 professional rank in any profession of your choice. This deception is nonmagical and lasts for 1 hour.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeweler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jeweler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jeweler (1/Rest).''' You can produce a work of semiprecious jewelry, provided that you have some form of mineral. Make a Jeweling check. You can sell your jewelry for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jewelry Expert'''&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jewelry Expert ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jewelry Expert (1/Month).''' You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling check. You can sell your jewelry for that many dc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Keen Anticipation'''&lt;br /&gt;
|AWR 2&lt;br /&gt;
|Gain the Keen Anticipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keen Anticipation (1/Rest).''' When you would be Completely Surprised, you are instead Partially Surprised.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledgeable'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lawyer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Law.&lt;br /&gt;
While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your Goodwill by +1 at the end of each month.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leadership.&lt;br /&gt;
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lean-To'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sheltering.&lt;br /&gt;
When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it +2 on END checks made to resist extreme weather.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leatherworker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leatherworking.&lt;br /&gt;
Gain the Leatherworker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Leatherworker (1/Week).''' You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lifelong Learner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 Skill Point in any skill. Each time you level up, gain +1 Skill Point in any skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lockpicker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Lockpicking.&lt;br /&gt;
Gain the Lockpicker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lockpicker (1/Rest).''' When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Logical Conclusion'''&lt;br /&gt;
|INT 2&lt;br /&gt;
|Gain the Logical Conclusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Logical Conclusion (INT/Rest).''' When you are Charmed or Frightened by a creature, you may spend 2 AP on your turn to make an INT attribute check vs the LOG of the creature that imposed the condition on you. On a hit, you remove the condition.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Luck of the Draw'''&lt;br /&gt;
|LUCK 2&lt;br /&gt;
|Whenever you spend a Luck Point, you may first call out “evens” or “odds” and roll a die. If you were correct, regain the Luck Point after spending it. If you were incorrect, instead you gain 1 Death Point.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the LUCK tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mason'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Masonry.&lt;br /&gt;
Gain the Mason ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mason (1/Week).''' You can produce a nice piece of stonework provided that you have some form of stone to work with. Make a Masonry check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Medicine.&lt;br /&gt;
Gain the Medic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Medic (1/Rest).''' When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Menace'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Menacing.&lt;br /&gt;
Gain the Menace ability.&lt;br /&gt;
&lt;br /&gt;
* '''Menace (1/Rest).''' When you menace someone, you may first display your strength to show that you mean business. Make a STR/Applied Force check against the creature’s WILL. On a success, you can roll 2d20 for your Menacing check, taking the higher. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Musician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Instrument [your choice].&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturalist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Naturalist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Naturalist (2/Week).''' If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Navigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Navigating.&lt;br /&gt;
So long as you can see a natural landmark, you cannot become lost, except by magical means.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Observant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the observation tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Officer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Military.&lt;br /&gt;
Gain the Officer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Officer (1/Week).''' You know how to speak with military officials. You can request an audience with any military officer who has professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Painter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Painting.&lt;br /&gt;
Gain the Painter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Painter (1/Week).''' You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Part-Time Student'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Investigating&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one]&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Forging*&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating*&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Perceptive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Perceiving.&lt;br /&gt;
Gain the Perceptive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perceiving (1/Rest).''' When you make a check with another skill that has the observation tag, you can add 1⁄2 your Perceiving as an additional bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Performer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the performance tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Persuasive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Persuading.&lt;br /&gt;
Gain the Persuasive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Persuasive (1/Rest).''' You can cast the [[Charm Creature]] primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Petty Criminal'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting, Tumbling&lt;br /&gt;
* '''Athleticism:''' Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Brewing*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Intimidating, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Dungeoneering, Sneaking &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Pickpocket'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sleight of Hand.&lt;br /&gt;
When you have an item with the light tag on your person, you can give it the concealed tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in your choice of the Alchemy or Brewing skill.&lt;br /&gt;
When you Take a Rest, you may make an Alchemy or Brewing check to brew a dose of poison. The poison deals 1d4 damage when ingested, and causes a condition based on your skill check. (see the following Poisoner table.)&lt;br /&gt;
&lt;br /&gt;
The poison spoils after 24 hours, becoming a foul-tasting but harmless liquid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|10 or less&lt;br /&gt;
|Shaken for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|Shaken for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|Sickened for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|Sickened for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|Sickened and Dazed for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|31+&lt;br /&gt;
|Sickened and Dazed for 1 hour&lt;br /&gt;
|}&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Politician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Politics of [choose region].&lt;br /&gt;
Gain the Politician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Politician (1/Week).''' You may leverage favors to secure a meeting with a noble or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Potter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Pottery.&lt;br /&gt;
Gain the Potter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Potter (1/Week).''' You can produce some pottery provided that you have some form of clay to work with. Make a Pottery check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Powerlifter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
You can carry +2 unwieldy items without being encumbered.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Practiced Warrior'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Athletics:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Influence:''' Intimidating, Leadership&lt;br /&gt;
* '''Knowledge:''' Geography, History, Medicine*, Military Vehicles* [land]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March, Menacing&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Navigating*, Sheltering&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Practice Makes Perfect'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your DEX instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Reflexive Dodge'''&lt;br /&gt;
|DEX 2&lt;br /&gt;
|Gain the Reflexive Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reflexive Dodge (DEX/Rest).''' When a creature hits your REF, you may spend 1 Reactive AP to make a DEX/Dancing check. Your REF becomes that number against that attack.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Religious'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Scavenger'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Scavenging.&lt;br /&gt;
Gain the Scavenger ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scavenger (1/Rest).''' When you fail a Scavenging check, you may instead treat it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Smith'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Smithing.&lt;br /&gt;
Gain the Smith ability.&lt;br /&gt;
&lt;br /&gt;
* '''Smith (1/Rest).''' You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon or armor are still available, you can completely restore a weapon or armor set.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sneak'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sneaking.&lt;br /&gt;
Gain the Sneak ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sneak (1/Rest).''' If you are hidden or Concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or Concealed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprinter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sprinting skill.&lt;br /&gt;
Gain the Sprinter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sprinter (1/Rest).''' Move up to your speed for 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the stamina tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Strong'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the STR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Subverter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the subterfuge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the survival tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Swimmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Swimmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Swimmer (1/Rest).''' Gain a swim speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tentative Believer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
* '''Stamina:''' Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating* &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tracking.&lt;br /&gt;
Gain the Tracker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Tracker (1/Rest).''' When you fail a Tracking check, you may count it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Traveler'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting&lt;br /&gt;
* '''Athleticism:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Knowledge:''' Astrology, Astronomy, Geography, Medicine*, Vehicles* [land]&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Instrument* [choose one]&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tumbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tumbling.&lt;br /&gt;
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Vampirology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, Investigating, Perceiving, Religion, and Savoir Faire when making a skill check to recall information regarding vampires or to pass yourself off as one. This can exceed your +20 skill cap.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Weaver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Weaving.&lt;br /&gt;
Gain the Weaver ability.&lt;br /&gt;
&lt;br /&gt;
* '''Weaver (1/Week).''' You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Whittler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Woodcarving.&lt;br /&gt;
Gain the Whittler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whittler (1/Week).''' You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Specialization Stacks ==&lt;br /&gt;
&lt;br /&gt;
=== Misc Stack ===&lt;br /&gt;
These talents offer a variety of miscellaneous bonuses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Companion'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Animal Handling and +2 Nature. &lt;br /&gt;
You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Heirloom'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting silver.&lt;br /&gt;
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to attack rolls with this weapon at levels 1, 10, 20, and 30.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hearty Antibodies'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist 4 against any one disease of your choice. Whenever you make a d20 roll to avoid becoming infected or avoid the effects of a disease, gain a +4 bonus.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Inheritance'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|Add +200 sc to your starting wealth.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Last Effort'''&lt;br /&gt;
|&lt;br /&gt;
|When you start your turn, gain +1 TA if you have any Death Points, and +2 TA if you have more than 3 Death Points.&lt;br /&gt;
When you gain enough Death Points to kill you, you may immediately take one more turn. Any attacks you make automatically hit, and your crit range is 16-20 for all these attacks during this turn.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Pilfer'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you gain sc as a result of looting bodies or finding treasure in an unpopulated area, increase the amount of sc you receive by 5%. Increase your total after dividing the total amount of sc among the party.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Aspect Talents ===&lt;br /&gt;
To gain access to Primal Aspects, you must take one or more talents in the [[Berzerker]], [[Oracle]], and/or [[Ranger]] classes or find another way to access to them, such as a magical boon from an Archfae.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect'''&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|''Repeatable.'' Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
|''Primal Aspect, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus'''&lt;br /&gt;
|At least 2 Primal Aspects&lt;br /&gt;
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in combat, and by spending 1 AP when you are in combat.&lt;br /&gt;
If you know more than two Aspects, you can choose which two are available to switch between upon Taking a Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus II'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|You can switch between any of your Primal Aspects, even if you know more than two, using your Aspect Focus.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus III'''&lt;br /&gt;
|Primal Aspect Focus II, Character Level 10&lt;br /&gt;
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus IV'''&lt;br /&gt;
|Primal Aspect Focus III, Character Level 15&lt;br /&gt;
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|Gain the Primal Aspect Transference ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Aspect Transference (1/Rest).''' Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
While an Aspect is transferred to an ally, it is unavailable for you to switch to.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference II'''&lt;br /&gt;
|Primal Aspect Transference&lt;br /&gt;
|Primal Aspect Transference becomes 3/Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primal Aspect Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Talent Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: A’rl’ng'''&lt;br /&gt;
|You may spend 1 AP to magically double all movement you take for this turn. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Heq'''&lt;br /&gt;
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Sekh'''&lt;br /&gt;
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Stoll'''&lt;br /&gt;
|Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Tamat'''&lt;br /&gt;
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. '''(1/Recoup)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Vele'''&lt;br /&gt;
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Woden'''&lt;br /&gt;
|Gain +6 to Vehicles* [water] and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fear Resistance Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody'''&lt;br /&gt;
|At least +1 with any Instrument&lt;br /&gt;
|When you attempt to Take a Rest, you can play a haunting melody to hold the worst effects of fear at bay. &lt;br /&gt;
Make a CHA/Instrument check. The DC is 10. If you succeed, you do not have to resolve your Fear before Taking a Rest.&lt;br /&gt;
&lt;br /&gt;
The DC increases by +2 for every consecutive day that you attempt to do this.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody II'''&lt;br /&gt;
|Haunting Melody&lt;br /&gt;
|When you use Haunting Melody, you may target a number of creatures equal to or less than your AWR.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody III'''&lt;br /&gt;
|Haunting Melody II&lt;br /&gt;
|When you use Haunting Melody, if you beat the target DC by more than 5, each affected creature removes 1 Fear.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Logic Prevails'''&lt;br /&gt;
|Incompatibilities: Mind Over Matter&lt;br /&gt;
|You may use INT to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind-Killer'''&lt;br /&gt;
|&lt;br /&gt;
|When your Fear is in excess of your Fear Threshold, you gain the Iron Will and Steel Mind traits.&lt;br /&gt;
'''Iron Will:''' You are Immune to being Frightened or Shaken.&lt;br /&gt;
&lt;br /&gt;
'''Steel Mind:''' You are Immune to being Charmed or Enthralled.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Incompatibilities: Logic Prevails&lt;br /&gt;
|You may use CHA to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Reassuring Presence'''&lt;br /&gt;
|&lt;br /&gt;
|When you use an ability that causes you to ignore the Frightened condition to instead cancel Fear, if the ability would allow you to extend the benefit to one or more allies normally, you may cancel the Fear they would gain from the same source.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid'''&lt;br /&gt;
|&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear 1 per Recoup.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid II'''&lt;br /&gt;
|Unafraid&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear as often as you could normally use those abilities.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable Psyche'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Fear Threshold increases by +2.&lt;br /&gt;
|''Fear Resistance, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster Hunter Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Concealed Weapon'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one weapon that you own that does not have the unwieldy tag. It gains the concealed tag. If you lose this weapon, you may choose a new weapon that you own after you Take a Rest.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|&lt;br /&gt;
|When you would take falling damage and would land within 5 ft of another creature, you may make a special melee attack against that creature for 1 AP or 1 Reactive AP. Make a STR or DEX attack targeting their ANT. You have +1 TA on this attack, or +3 TA if the creature is unaware of you.&lt;br /&gt;
On a hit, you only take 1⁄2 your falling damage, and the target creature takes the other half. If you make one or more additional attacks against that creature on the same turn, you retain your TA for those attacks as well.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Hair Trigger Instinct'''&lt;br /&gt;
|&lt;br /&gt;
|When you would be hit by a trap effect, you may make a DEX, AWR, or LUCK check against the trap’s attack roll or DC. If your roll equals or exceeds the trap’s, then you escape the trap unaffected. (2/Recoup)&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Water'''&lt;br /&gt;
|Divine 3&lt;br /&gt;
|By bestowing your holy energy into a contained amount of water not exceeding 1 gallon, you can create holy water.&lt;br /&gt;
The process of blessing this water takes 10 minutes and can be done during a Recoup. &lt;br /&gt;
&lt;br /&gt;
You can split the water into up to four separate containers. Any creature in possession of a container can douse themself or another creature as though administering a potion.&lt;br /&gt;
&lt;br /&gt;
A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleansing Holy Water'''&lt;br /&gt;
|Holy Water&lt;br /&gt;
|A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, a creature gains 1d4 Shield HP, unless it is a creature with the fiend or undead tag, in which case it takes 1d10 radiant damage.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Stake Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|When you Take a Rest, you may spend part of your time awake crafting stakes. These have the stats of dirks, daggers, or knives (your choice for each one), but they break on a crit fail or after they deal damage one time. You can craft a number of stakes equal to 1 + your INT.&lt;br /&gt;
If a stake crafted in this way hits a vampire, count it as a crit. This crit ignores DR.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14109</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14109"/>
		<updated>2025-12-13T21:31:23Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks or magic talents, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.&lt;br /&gt;
&lt;br /&gt;
== Combat Stack ==&lt;br /&gt;
These talents will help you in a variety of combat situations&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Adrenaline Rush'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain the Adrenaline Rush ability. Each time you take this talent again, increase the number of times you can use this ability by 1. You cannot use this ability again while it is already active.&lt;br /&gt;
&lt;br /&gt;
* '''Adrenaline Rush (1/Rest).''' Reduce the APC of your melee weapon attacks by 1 (min 2) for 1 minute.&lt;br /&gt;
|''Combat, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Arterial Precision'''&lt;br /&gt;
|&lt;br /&gt;
|When making a weapon attack, you may choose to suffer a -8 penalty to the attack roll. If you hit, the creature also suffers Bleeding 1d6.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&lt;br /&gt;
|&lt;br /&gt;
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. '''Hit:''' Knock the creature Prone if it is no more than two Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deliberative'''&lt;br /&gt;
|&lt;br /&gt;
|Suffer a -6 penalty to Initiative rolls. If you act last on the first round of combat, you gain +2 AP on your first turn of that combat.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the ability to Exploit.&lt;br /&gt;
&lt;br /&gt;
* '''Exploit.''' (X AP) When a creature within your melee weapon’s reach does one of the following actions, you may spend Reactive AP to make an attack against that creature immediately. The amount of Reactive AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.&lt;br /&gt;
You can Exploit when a creature: &lt;br /&gt;
&lt;br /&gt;
* Moves out of your melee weapon's reach&lt;br /&gt;
* Administers a potion (themselves or feeding it to another creature.)&lt;br /&gt;
* Makes a ranged attack while within your melee weapon's reach&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gutter Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|When you have 0 HP, you gain +1 AP at the start of each of your turns, you can use the Exploit maneuver, and your unarmed damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage while Gutter Fighter is active.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|Exploitative&lt;br /&gt;
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ready Up'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Ready Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ready Up (1/Round).''' You may spend the AP you would normally spend to make a weapon attack or use an ability, but choose not to complete the attack or ability. Instead, specify a triggering event, such as “A hostile creature moves within my line of sight” or “My ally moves within 5 ft of me.” Once the triggering event occurs before the start of your next turn, immediately complete the action that you spent AP to do.&lt;br /&gt;
&lt;br /&gt;
If you use this ability to prepare an expendable ability, and the triggering event does not occur before the start of your next turn, you still expend the use of that ability and its effects are wasted.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Trick Technique'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Sleight of Hand.&lt;br /&gt;
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your ranged weapon attack roll, such as those from Cover or TD, from your damage roll instead of your attack roll.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cool Under Pressure'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not suffer any TD.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Guarded Shot'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Point Blank Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by +1 (e.g., if you crit on a 20, now crit on a 19-20).&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|Gain the Power Shot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Power Shot.''' You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you make your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Critical Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Astounding Critical'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For The Knees'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Bull Rush&lt;br /&gt;
|If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked Prone and you may immediately make another attack against that creature without expending AP.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impale'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit with a two-handed melee weapon that deals sharp damage, make a secondary DEX attack against their FORT. On a hit, the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunistic Crit'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your reactive attack are still met.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Slow And Steady'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 damage on all damage rolls, but can no longer crit. This increases by +1 at levels 10, 20, and 30 to a max of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise, LUCK 2&lt;br /&gt;
|While you have 0 Luck Points, your crit range is increased by +1 with weapons if you have Weapon Expertise with those weapons.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dual Wielding Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Basic Dual Wield'''&lt;br /&gt;
|&lt;br /&gt;
|You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the light and one-handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your subsequent attacks as well provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|While you are using two weapons, you gain Resist Physical +2 against melee attacks.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker II'''&lt;br /&gt;
|Blade Blocker, Dual Wield IV&lt;br /&gt;
|Blade Blocker becomes Resist Physical +4.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the light tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield II'''&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the light tag (they must both still have the one-handed tag).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield III'''&lt;br /&gt;
|Dual Wield II, STR 2&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield IV'''&lt;br /&gt;
|Dual Wield III, STR 4&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== One-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Duelist'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lunge'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action. You gain +1 TA on the attack if you move in this way.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Perfect Strike Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike'''&lt;br /&gt;
|&lt;br /&gt;
|When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike II'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Ignore shields when using Perfect Strike.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Strike'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When you hit with Perfect Strike, deal critical damage.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Shot'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When making a ranged or thrown attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Choose a weapon tag (one-handed, hand-and-a-half, or two-handed) and another tag (light, unwieldy, reach, or no secondary tag). Gain the Perfect Technique ability with melee weapons that have both of those tags.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Technique (1/Recoup)'''. When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. &lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique II'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|Choose a specific weapon that falls within the parameters you chose as part of Perfect Technique. (For example, if you chose one-handed light weapons, you could choose shortswords for this talent.) When making your Perfect Technique attack, call out a number between 1 and 20. If your die rolls within 2 of that number (for a total range of 5), you do not expend your use of Perfect Technique.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Technique'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|When you crit with Perfect Technique, inflict Bleeding 2.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scrap Fighter Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|Improvised weapons cost 1 fewer AP for you to use (min 2).&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Brawler'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|''Repeatable.'' Your damage with improvised weapons increases by one die size (e.g., from 1d4 to 1d6, max 1d12).&lt;br /&gt;
|''Combat, Scrap Fighter, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrabbling Frenzy'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|Gain the Scrabbling Frenzy ability. You can only use this ability when you are Bloodied.&lt;br /&gt;
&lt;br /&gt;
* '''Scrabbling Frenzy (2/Rest).''' The APC of improvised weapons is reduced by 1 (min 1) for the next 30 seconds. &lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawn Beats Brain'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|You may use any melee weapon as an improvised bludgeon.&lt;br /&gt;
If the weapon is bladed, you may also use it as an improvised small blade if it has the thrown or concealed tags, or as an improvised large blade if it does not.&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Two-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bristle'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bristle ability. You may only use this ability when wielding a two-handed weapon with a Reach of 10 ft or greater.&lt;br /&gt;
&lt;br /&gt;
* '''Bristle (1/Round).''' When a creature moves into reach of your weapon, you may attack it reactively by spending AP equal to the weapon’s normal APC.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rend (END/Rest).''' When you make an attack with a two-handed melee weapon using STR, or with a hand-and-a-half weapon wielded with two hands, add double your STR to the damage roll, instead of only adding your STR.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend III'''&lt;br /&gt;
|Rend II, STR 6&lt;br /&gt;
|Rend becomes END/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|Gain the Great Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Great Rend (2/Recoup).''' When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend II'''&lt;br /&gt;
|Great Rend, STR 8&lt;br /&gt;
|Great Rend becomes 2/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend III'''&lt;br /&gt;
|Great Rend II, STR 10&lt;br /&gt;
|You may use your Great Rend ability indefinitely.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon type: one-handed, two-handed, or hand- and-a-half. Choose a range: melee, ranged, thrown, or reach. Gain +1 to attack and damage rolls with weapons that have both of those qualities. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mastery'''&lt;br /&gt;
|Weapon Expertise&lt;br /&gt;
|Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have two-handed, ranged Weapon Expertise, you may choose a longbow). Gain +1 to attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Weapon Mastery'''&lt;br /&gt;
|Weapon Mastery&lt;br /&gt;
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by +1. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Command Stack ==&lt;br /&gt;
These talents will make you better at commanding a room or battlefield with your undeniable presence&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together'''&lt;br /&gt;
|&lt;br /&gt;
|Creatures suffer 1 TD on attacks against you and allies within 5 ft of you when you have at least one ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together II'''&lt;br /&gt;
|Better Together&lt;br /&gt;
|Creatures suffer 1 TD per ally within 5 ft of you (to a max of 3 TD) when attacking you or an ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Call in a Favor'''&lt;br /&gt;
|&lt;br /&gt;
|You always know whether you have positive or negative Goodwill in a given social facet.&lt;br /&gt;
Gain the Call in a Favor ability, which you may only use if you have positive Goodwill in the related social facet.&lt;br /&gt;
&lt;br /&gt;
* '''Call in a Favor.''' While in a populated area, you may choose to lose 1 Goodwill in a social facet of your choice. In return, you gain a small favor granted by an NPC affiliated with the related social facet. The exact nature of the favor is up to the MC, though suggestions are on the following list.&lt;br /&gt;
** Automatically succeed a CHA/Persuading check.&lt;br /&gt;
** Get a mundane item for free or at a tangible discount.&lt;br /&gt;
** Find a place to stay for the night, away from prying eyes and ears.&lt;br /&gt;
** Earn an audience with a prominent politician… though you may still have to wait a few days before they see you.&lt;br /&gt;
** Get exonerated for a misdemeanor.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Card Shark'''&lt;br /&gt;
|&lt;br /&gt;
|When gambling, gain +3 to Deceiving, Fortuity, Intuiting, and Sleight of Hand checks.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Charmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Charmer (2/Recoup).''' Make a CHA attack against the WILL of a creature within 30 ft of you that is not hostile towards you. On a hit, they are Charmed by you for 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
Gain +3 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Courtesan's Knife'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a the Courtesan’s Knife ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courtesan’s Knife.''' For 4 AP, make a CHA attack against the LOG of a creature within 60 ft. On a hit, the target creature loses 1 Goodwill unless you hit that creature with this attack in the past 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''On Your Feet'''&lt;br /&gt;
|&lt;br /&gt;
|You may spend 1 AP to pull an adjacent ally up from being Prone.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
You can convincingly cast your voice to sound as though it is coming from 10 ft away.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism II'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
Gain +20 ft to the range on Ventriloquism.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Voice Sculptor'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|You can alter your voice to sound exactly like any humanoid that you have heard speak for at least one minute.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense Stack ==&lt;br /&gt;
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Ain't No Grave'''&lt;br /&gt;
|&lt;br /&gt;
|When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gritty Recovery'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When you finish Recouping, roll a die on the following table as determined by your END. Regain HP equal to the result.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!END&lt;br /&gt;
!Die&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|3-5&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|9-11&lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1d12&lt;br /&gt;
|}&lt;br /&gt;
|''Defense''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Meat Pile&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x2). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Character Level 10&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x3). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Character Level 15&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). Additionally, each time you level up, gain +1 max HP. &lt;br /&gt;
You also suffer no negative effects from being Fatigued for the first day you are Fatigued (allowing you to remove Death Points normally). This ability resets when Fatigued is removed.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Hardy&lt;br /&gt;
|You suffer -2 to your AR, REF, and FORT.&lt;br /&gt;
Your HP die size becomes 1d20 and you must recalculate your max HP following this formula: 10+(Level)d20.&lt;br /&gt;
&lt;br /&gt;
However, your AR and physical defenses can never exceed 11.&lt;br /&gt;
&lt;br /&gt;
When you gain a level, you must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Lucky Placement, Impulse, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Can't Kill What You Can't Catch'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|When an attack that targets your REF misses you, you may move 5 ft.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Dodge'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you would take half damage from an attack that targets your REF, you instead take no damage.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Impulse&lt;br /&gt;
|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition II'''&lt;br /&gt;
|Intuition&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition III'''&lt;br /&gt;
|Intuition II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 AR, REF, and FORT while wearing light armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive&lt;br /&gt;
|You may use your LUCK in place of your DEX when calculating your REF, but your REF cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|Lucky Placement now allows your REF to go up to 18. &lt;br /&gt;
You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement II&lt;br /&gt;
|Lucky Placement now has no REF limit.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of light armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of medium armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of heavy armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of shield. Gain the shield’s Resist bonus when you have that type of shield equipped. When you level up, you may lose this talent to gain another Second Skin talent. &lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Impulse, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Tough&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Tough II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Unarmored Defense&lt;br /&gt;
|Gain the Unarmored Awareness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unarmored Awareness (1/Catch Breath).''' You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 when you are making an AWR check or when your ANT is being attacked. This bonus lasts until the beginning of your next turn.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|If you have no uses of Unarmored Awareness left, you may use Unarmored Awareness once per round for 2 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|Unarmored Awareness becomes 3/Catch Breath. Also, your Unarmored Awareness II benefit now only costs 1 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness IV'''&lt;br /&gt;
|Unarmored Awareness III, Character Level 15&lt;br /&gt;
|Your Unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Maneuvers Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 AR against ranged attacks.&lt;br /&gt;
Gain the Barrel Roll ability.&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Roll (1/Round).''' When a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll II'''&lt;br /&gt;
|Barrel Roll&lt;br /&gt;
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawler'''&lt;br /&gt;
|&lt;br /&gt;
|When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Human Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your AR and physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and physical defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Training'''&lt;br /&gt;
|&lt;br /&gt;
|You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.&lt;br /&gt;
Gain the Raise ability.&lt;br /&gt;
&lt;br /&gt;
* '''Raise.''' Spend 1 AP to raise your shield, gaining +3 to your AR and physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you have a buckler equipped, you may add 1 AP to a melee attack you are making. If that attack hits, the creature suffers 1 TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Strap'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free. You can now use a two-handed melee weapon with a buckler, and can use the two-handed benefits of a hand-and-a-half weapon.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Fighting'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You gain the Resist abilities of kite shields and heater shields.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training II'''&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|Gain +1 to your AR while wielding a kite or heater shield.&lt;br /&gt;
Gain the Practiced Block ability.&lt;br /&gt;
&lt;br /&gt;
* '''Practiced Block (1/Catch Breath).''' The first time you use your Raise ability after rolling Initiative, it costs 0 AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training III'''&lt;br /&gt;
|Medium Shield Training II&lt;br /&gt;
|While you have a kite or heater shield equipped, you gain +2 to your AR and physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training IV'''&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If an attack against your REF misses you while you have Raise active and are wielding a kite or heater shield, you take no damage if you would otherwise take half damage.&lt;br /&gt;
Practiced Block becomes 2/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training V'''&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Raise ability now grants +4 to your AR and physical defenses until the beginning of your next turn.&lt;br /&gt;
Practiced Block becomes 3/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Mastery'''&lt;br /&gt;
|Medium Shield Training V&lt;br /&gt;
|You may now extend the bonus of your Raise ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Siblings'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.&lt;br /&gt;
|''Defense, Shield, Synergy''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Wall'''&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Wall talent and you are both wielding tower shields, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* Whenever both shields are Raised and one of you moves 5 ft, the other may move 5 ft as well without expending AP.&lt;br /&gt;
* Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.&lt;br /&gt;
* Gain the Shield Shove ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Shove.''' When moving only 5 ft, you may attempt to move into a space that another creature occupies and make a special STR attack against their FORT, adding your Shield Siblings AR bonus to your attack roll. On a hit, that creature is pushed back 5 ft.&lt;br /&gt;
|''Defenses, Shield, Synergy''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Bash'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You no longer suffer -5 ft speed while wielding a tower shield and when you move 5 ft, the creature standing directly behind you can move with you without expending AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization II'''&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+2).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization III'''&lt;br /&gt;
|Tower Shield Specialization II&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+3) and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Partial Cover (+1).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Mastery'''&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft increases to Partial Cover (+2). You may now wield a tower shield with only one arm; however, when you make a melee attack, you only gain Partial Cover (+3) instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Stack ==&lt;br /&gt;
These talents offer you a small bonus in addition to giving you more Skill Points.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobat'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the acrobatics tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Expert'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill.&lt;br /&gt;
Each time you Take a Rest, you can craft a tonic or a vial of caustic flame. Either option loses its potency after 24 hours.&lt;br /&gt;
&lt;br /&gt;
* '''Tonic:''' When a creature drinks this tonic, it regains 1d4 HP.&lt;br /&gt;
* '''Flame Vial:''' A creature can throw this vial as an improvised thrown weapon. On a hit, the target creature gains Burning (1d4).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''A Little Bit Of Soul'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a check with a skill that has the crafting or knowledge tag, you may use your CHA instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Whisperer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Animal Whisperer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Animal Whisperer (1/Rest).''' For 3 AP, you may choose one creature with the beast tag within 20 ft of you. Make an Animal Handling check against the creature’s WILL. On a success, the creature is Charmed for 4 hours and it will not harm you, though it will not go out of its way to help you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Trainer'''&lt;br /&gt;
|Animal Whisperer&lt;br /&gt;
|If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcanist Understudy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Arcana.&lt;br /&gt;
You learn one arcane cantrip of your choice. Use your magic attribute. If you do not have one, use INT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Archaeologist'''&lt;br /&gt;
|&lt;br /&gt;
|Choose an environment: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. Alternatively, choose one nation that exists currently or has existed in the past.&lt;br /&gt;
&lt;br /&gt;
When you are in the environment or nation that you selected, gain a +3 bonus to Appraising, Art, Dungeoneering, Economics, Geography, History, and Investigating.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Artist Aspirant'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Entertainer (Artist) background&lt;br /&gt;
|Gain +3 Art.&lt;br /&gt;
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Artistic Apprentice'''&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain one rank of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astrologer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astrology.&lt;br /&gt;
Gain the Astrologer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astrologer (1/Rest).''' When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, you may replace one d20 roll with the number that you wrote down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astronomer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astronomy.&lt;br /&gt;
If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography or Navigating skills).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Athlete'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the athleticism tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Autopsy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Appraising, Investigating, and Medicine when making a skill check related to studying a corpse. This can exceed your +20 skill cap.&lt;br /&gt;
When you make such a check, if you exceed a DC of 20 and the corpse died as a result of a creature, then you gain +1 TA against creatures of the same type for the next 24 hours. If the corpse died as a result of disease, you gain +2 FORT against that disease for the next 24 hours.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Aware'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the AWR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Balanced'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Balancing.&lt;br /&gt;
When a creature attempts to knock you Prone, instead of using your defense against that particular effect, you may choose to roll a Balancing check instead. If you meet or exceed their attack roll, you do not fall Prone (but still suffer damage or other effects, provided that they hit your appropriate defense).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Biologist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Biology.&lt;br /&gt;
You can immediately identify if a creature has the beast tag or monstrosity tag, or if it has neither. This costs 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewing Expert'''&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''By Feel, Not Measure'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your AWR instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Calligrapher'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Calligraphy.&lt;br /&gt;
When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Appraiser'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Appraising.&lt;br /&gt;
When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Carpenter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Carpentry.&lt;br /&gt;
If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by +5. You cannot do this to an area larger than 20 ft x 20 ft.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cartographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cartography.&lt;br /&gt;
After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charismatic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the CHA tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chef'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cooking.&lt;br /&gt;
Your artistic sense of how to mingle flavors allows you to improve any food and drink. When a creature consumes food or drink that you have had at least ten minutes to modify, you Charm that creature  for 1 hour. At the end of this time, the creature is not aware that they were Charmed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chemist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Chemistry.&lt;br /&gt;
Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink. When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry check against that creature’s FORT. On a success, they become Sickened for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Climber'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Climber ability.&lt;br /&gt;
&lt;br /&gt;
* '''Climber (1/Rest).''' You gain a climb speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cobbling.&lt;br /&gt;
Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains +3 Forced March.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbling Mastery'''&lt;br /&gt;
|Cobbler&lt;br /&gt;
|You may now patch three pairs of shoes each time you Take a Rest.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Contortionist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Contorting.&lt;br /&gt;
Moving through spaces that would require you to squeeze costs no additional movement.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Coordinated Effort'''&lt;br /&gt;
|COR 2&lt;br /&gt;
|Gain the Coordinated Effort ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coordinated Effort (1/Round).''' When an ally makes a weapon attack against a hostile creature within 5 ft of you, you may spend Reactive AP to make a melee attack against that creature. The amount of Reactive AP that this costs you equals your weapon’s normal APC -1 (min 1).&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cryptidology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 to Animal Handling, Biology, History, Nature, and Tracking when making a skill check to recall information regarding beasts or monstrosities. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a beast or monstrosity within 60 ft of you. Make a History or Nature check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its max HP.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dancer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dancing.&lt;br /&gt;
Gain +1 REF.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deckhand'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [water].&lt;br /&gt;
You can book passage on a boat or ship for free, provided that you contribute to maintaining the vessel. A ship that is already overstaffed might still turn you down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, and Religion when making a skill check to recall information regarding fiends. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a fiend within 60 ft of you. Make an Arcana, History, or Religion check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its Resist and Immune stats.&lt;br /&gt;
* Its Vulnerable stats.&lt;br /&gt;
* Its DR and DT stats.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dextrous'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the DEX tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Disguise Artist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Disguising.&lt;br /&gt;
You no longer need a disguise kit to make an Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Display of Willpower'''&lt;br /&gt;
|CHA 2&lt;br /&gt;
|Gain the Display of Willpower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Display of Willpower (CHA/Rest).''' You may spend 1 AP to become Rallied until the start of your next turn. If you were already suffering from the Demoralized, Frightened, or Shaken conditions, they are suppressed until the start of your next turn.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Distance Runner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Distance Running.&lt;br /&gt;
You can run a number of miles equal to your END x2 (min 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Double Time'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forced March.&lt;br /&gt;
When marching at a normal pace, you can travel 150% the typical distance before needing to make Fatigue rolls.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Driver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [land].&lt;br /&gt;
You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore Difficult Terrain imposed from rocks, debris and the like.&lt;br /&gt;
&lt;br /&gt;
Difficult Terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dungeoneer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dungeoneering.&lt;br /&gt;
Gain +1 ANT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Eavesdropper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Eavesdropping.&lt;br /&gt;
Gain the Eavesdropper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Eavesdropper (1/Recoup).''' When you make an Eavesdropping check, you may roll 2d20 and take the higher.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Economist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Economics.&lt;br /&gt;
By spending 1 month in a town or urban area, you can gain +1 Goodwill among the aristocracy or mercantile spheres (your choice each time). You may sell your services as an economist for 10 sc weekly while in a settled area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Empathetic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
Gain the Empathetic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Empathetic (1/Rest).''' When you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. On a success, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Endless Endurance'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When making an END attribute check outside of combat, if you rolled below a 10, treat your die roll as a 10.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Enduring'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the END tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Engineer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Engineering.&lt;br /&gt;
You can consult on building repairs to earn 10 sc per week while in an urban area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer Aspirant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer'''&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain one rank in the Entertainer Profession. You must choose the Performer track instead of the Artist track.&lt;br /&gt;
This replaces your Entertainer Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Evading.&lt;br /&gt;
Gain the Evader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evader (2/Rest).''' When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Feat of Strength'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Feat of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* '''Feat of Strength (1/Recoup).''' When you make a STR attribute check, you may double your STR bonus.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Forager'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Foraging.&lt;br /&gt;
When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work.)&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forceful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Applied Force.&lt;br /&gt;
When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make a Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forging.&lt;br /&gt;
Gain the Forgery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Forgery (1/Rest).''' If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sc you spend, add +1 to your Forging check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Fortuitous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Fortuity.&lt;br /&gt;
When making a Fortuity check, your crit range increases by +3 (e.g., from 20 to 17-20). The max crit range is still 16-20.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gentried Title'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Calligraphy*, Cartography*, Painting*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Geographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Geography.&lt;br /&gt;
When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Glassblower'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Glass Blowing.&lt;br /&gt;
Gain the Glassblower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Glassblower (1/Week).''' You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make custom glassware on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go-Getter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Economics, History, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
&lt;br /&gt;
'''Subterfuge:''' Forging*, Sleight of Hand &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Gossiper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Gossiping.&lt;br /&gt;
Gain the Gossiper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gossiper (1/Rest).''' You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossiping check against a DC equal to 15 + that creature’s CHA. On a success, they lose 1 Goodwill. You can only target the same creature once a week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Historian'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 History.&lt;br /&gt;
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Influencer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intelligent'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the INT tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intimidating.&lt;br /&gt;
Gain the Intimidator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intimidator (1/Rest).''' Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. On a success, then you know exactly how to get under their skin. Roll 2d20 and take the higher when you make your Intimidating check. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuitive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intuiting.&lt;br /&gt;
Gain the Intuitive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intuitive (1/Recoup).''' Your intuition extends beyond living people to intellectual fields as well. When you would make an INT check, you can add your Intuiting bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Investigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Investigating.&lt;br /&gt;
Gain the Investigator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Investigator (1/Recoup).''' When making an Investigating check, you can add your LUCK/Fortuity on top of your Investigating.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jack Of All Trades'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Savoir Faire.&lt;br /&gt;
Gain the Jack of All Trades ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jack of All Trades (2/Rest).''' You can present yourself to another character as though you have 1 professional rank in any profession of your choice. This deception is nonmagical and lasts for 1 hour.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeweler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jeweler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jeweler (1/Rest).''' You can produce a work of semiprecious jewelry, provided that you have some form of mineral. Make a Jeweling check. You can sell your jewelry for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jewelry Expert'''&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jewelry Expert ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jewelry Expert (1/Month).''' You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling check. You can sell your jewelry for that many dc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Keen Anticipation'''&lt;br /&gt;
|AWR 2&lt;br /&gt;
|Gain the Keen Anticipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keen Anticipation (1/Rest).''' When you would be Completely Surprised, you are instead Partially Surprised.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledgeable'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lawyer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Law.&lt;br /&gt;
While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your Goodwill by +1 at the end of each month.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leadership.&lt;br /&gt;
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lean-To'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sheltering.&lt;br /&gt;
When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it +2 on END checks made to resist extreme weather.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leatherworker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leatherworking.&lt;br /&gt;
Gain the Leatherworker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Leatherworker (1/Week).''' You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lifelong Learner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 Skill Point in any skill. Each time you level up, gain +1 Skill Point in any skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lockpicker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Lockpicking.&lt;br /&gt;
Gain the Lockpicker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lockpicker (1/Rest).''' When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Logical Conclusion'''&lt;br /&gt;
|INT 2&lt;br /&gt;
|Gain the Logical Conclusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Logical Conclusion (INT/Rest).''' When you are Charmed or Frightened by a creature, you may spend 2 AP on your turn to make an INT attribute check vs the LOG of the creature that imposed the condition on you. On a hit, you remove the condition.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Luck of the Draw'''&lt;br /&gt;
|LUCK 2&lt;br /&gt;
|Whenever you spend a Luck Point, you may first call out “evens” or “odds” and roll a die. If you were correct, regain the Luck Point after spending it. If you were incorrect, instead you gain 1 Death Point.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the LUCK tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mason'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Masonry.&lt;br /&gt;
Gain the Mason ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mason (1/Week).''' You can produce a nice piece of stonework provided that you have some form of stone to work with. Make a Masonry check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Medicine.&lt;br /&gt;
Gain the Medic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Medic (1/Rest).''' When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Menace'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Menacing.&lt;br /&gt;
Gain the Menace ability.&lt;br /&gt;
&lt;br /&gt;
* '''Menace (1/Rest).''' When you menace someone, you may first display your strength to show that you mean business. Make a STR/Applied Force check against the creature’s WILL. On a success, you can roll 2d20 for your Menacing check, taking the higher. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Musician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Instrument [your choice].&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturalist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Naturalist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Naturalist (2/Week).''' If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Navigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Navigating.&lt;br /&gt;
So long as you can see a natural landmark, you cannot become lost, except by magical means.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Observant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the observation tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Officer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Military.&lt;br /&gt;
Gain the Officer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Officer (1/Week).''' You know how to speak with military officials. You can request an audience with any military officer who has professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Painter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Painting.&lt;br /&gt;
Gain the Painter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Painter (1/Week).''' You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Part-Time Student'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Investigating&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one]&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Forging*&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating*&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Perceptive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Perceiving.&lt;br /&gt;
Gain the Perceptive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perceiving (1/Rest).''' When you make a check with another skill that has the observation tag, you can add 1⁄2 your Perceiving as an additional bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Performer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the performance tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Persuasive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Persuading.&lt;br /&gt;
Gain the Persuasive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Persuasive (1/Rest).''' You can cast the [[Charm Creature]] primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Petty Criminal'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting, Tumbling&lt;br /&gt;
* '''Athleticism:''' Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Brewing*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Intimidating, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Dungeoneering, Sneaking &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Pickpocket'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sleight of Hand.&lt;br /&gt;
When you have an item with the light tag on your person, you can give it the concealed tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in your choice of the Alchemy or Brewing skill.&lt;br /&gt;
When you Take a Rest, you may make an Alchemy or Brewing check to brew a dose of poison. The poison deals 1d4 damage when ingested, and causes a condition based on your skill check. (see the following Poisoner table.)&lt;br /&gt;
&lt;br /&gt;
The poison spoils after 24 hours, becoming a foul-tasting but harmless liquid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|10 or less&lt;br /&gt;
|Shaken for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|Shaken for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|Sickened for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|Sickened for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|Sickened and Dazed for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|31+&lt;br /&gt;
|Sickened and Dazed for 1 hour&lt;br /&gt;
|}&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Politician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Politics of [choose region].&lt;br /&gt;
Gain the Politician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Politician (1/Week).''' You may leverage favors to secure a meeting with a noble or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Potter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Pottery.&lt;br /&gt;
Gain the Potter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Potter (1/Week).''' You can produce some pottery provided that you have some form of clay to work with. Make a Pottery check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Powerlifter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
You can carry +2 unwieldy items without being encumbered.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Practiced Warrior'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Athletics:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Influence:''' Intimidating, Leadership&lt;br /&gt;
* '''Knowledge:''' Geography, History, Medicine*, Military Vehicles* [land]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March, Menacing&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Navigating*, Sheltering&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Practice Makes Perfect'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your DEX instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Reflexive Dodge'''&lt;br /&gt;
|DEX 2&lt;br /&gt;
|Gain the Reflexive Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reflexive Dodge (DEX/Rest).''' When a creature hits your REF, you may spend 1 Reactive AP to make a DEX/Dancing check. Your REF becomes that number against that attack.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Religious'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Scavenger'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Scavenging.&lt;br /&gt;
Gain the Scavenger ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scavenger (1/Rest).''' When you fail a Scavenging check, you may instead treat it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Smith'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Smithing.&lt;br /&gt;
Gain the Smith ability.&lt;br /&gt;
&lt;br /&gt;
* '''Smith (1/Rest).''' You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon or armor are still available, you can completely restore a weapon or armor set.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sneak'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sneaking.&lt;br /&gt;
Gain the Sneak ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sneak (1/Rest).''' If you are hidden or Concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or Concealed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprinter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sprinting skill.&lt;br /&gt;
Gain the Sprinter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sprinter (1/Rest).''' Move up to your speed for 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the stamina tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Strong'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the STR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Subverter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the subterfuge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the survival tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Swimmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Swimmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Swimmer (1/Rest).''' Gain a swim speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tentative Believer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
* '''Stamina:''' Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating* &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tracking.&lt;br /&gt;
Gain the Tracker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Tracker (1/Rest).''' When you fail a Tracking check, you may count it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Traveler'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting&lt;br /&gt;
* '''Athleticism:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Knowledge:''' Astrology, Astronomy, Geography, Medicine*, Vehicles* [land]&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Instrument* [choose one]&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tumbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tumbling.&lt;br /&gt;
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Vampirology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, Investigating, Perceiving, Religion, and Savoir Faire when making a skill check to recall information regarding vampires or to pass yourself off as one. This can exceed your +20 skill cap.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Weaver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Weaving.&lt;br /&gt;
Gain the Weaver ability.&lt;br /&gt;
&lt;br /&gt;
* '''Weaver (1/Week).''' You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Whittler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Woodcarving.&lt;br /&gt;
Gain the Whittler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whittler (1/Week).''' You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Specialization Stacks ==&lt;br /&gt;
&lt;br /&gt;
=== Misc Stack ===&lt;br /&gt;
These talents offer a variety of miscellaneous bonuses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Companion'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Animal Handling and +2 Nature. &lt;br /&gt;
You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Heirloom'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting silver.&lt;br /&gt;
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to attack rolls with this weapon at levels 1, 10, 20, and 30.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hearty Antibodies'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist 4 against any one disease of your choice. Whenever you make a d20 roll to avoid becoming infected or avoid the effects of a disease, gain a +4 bonus.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Inheritance'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|Add +200 sc to your starting wealth.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Last Effort'''&lt;br /&gt;
|&lt;br /&gt;
|When you start your turn, gain +1 TA if you have any Death Points, and +2 TA if you have more than 3 Death Points.&lt;br /&gt;
When you gain enough Death Points to kill you, you may immediately take one more turn. Any attacks you make automatically hit, and your crit range is 16-20 for all these attacks during this turn.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Pilfer'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you gain sc as a result of looting bodies or finding treasure in an unpopulated area, increase the amount of sc you receive by 5%. Increase your total after dividing the total amount of sc among the party.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Aspect Talents ===&lt;br /&gt;
To gain access to Primal Aspects, you must take one or more talents in the [[Berzerker]], [[Oracle]], and/or [[Ranger]] classes or find another way to access to them, such as a magical boon from an Archfae.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect'''&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|''Repeatable.'' Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
|''Primal Aspect, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus'''&lt;br /&gt;
|At least 2 Primal Aspects&lt;br /&gt;
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in combat, and by spending 1 AP when you are in combat.&lt;br /&gt;
If you know more than two Aspects, you can choose which two are available to switch between upon Taking a Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus II'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|You can switch between any of your Primal Aspects, even if you know more than two, using your Aspect Focus.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus III'''&lt;br /&gt;
|Primal Aspect Focus II, Character Level 10&lt;br /&gt;
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus IV'''&lt;br /&gt;
|Primal Aspect Focus III, Character Level 15&lt;br /&gt;
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|Gain the Primal Aspect Transference ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Aspect Transference (1/Rest).''' Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
While an Aspect is transferred to an ally, it is unavailable for you to switch to.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference II'''&lt;br /&gt;
|Primal Aspect Transference&lt;br /&gt;
|Primal Aspect Transference becomes 3/Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primal Aspect Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Talent Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: A’rl’ng'''&lt;br /&gt;
|You may spend 1 AP to magically double all movement you take for this turn. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Heq'''&lt;br /&gt;
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Sekh'''&lt;br /&gt;
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Stoll'''&lt;br /&gt;
|Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Tamat'''&lt;br /&gt;
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. '''(1/Recoup)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Vele'''&lt;br /&gt;
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Woden'''&lt;br /&gt;
|Gain +6 to Vehicles* [water] and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fear Resistance Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody'''&lt;br /&gt;
|At least +1 with any Instrument&lt;br /&gt;
|When you attempt to Take a Rest, you can play a haunting melody to hold the worst effects of fear at bay. &lt;br /&gt;
Make a CHA/Instrument check. The DC is 10. If you succeed, you do not have to resolve your Fear before Taking a Rest.&lt;br /&gt;
&lt;br /&gt;
The DC increases by +2 for every consecutive day that you attempt to do this.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody II'''&lt;br /&gt;
|Haunting Melody&lt;br /&gt;
|When you use Haunting Melody, you may target a number of creatures equal to or less than your AWR.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody III'''&lt;br /&gt;
|Haunting Melody II&lt;br /&gt;
|When you use Haunting Melody, if you beat the target DC by more than 5, each affected creature removes 1 Fear.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Logic Prevails'''&lt;br /&gt;
|Incompatibilities: Mind Over Matter&lt;br /&gt;
|You may use INT to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind-Killer'''&lt;br /&gt;
|&lt;br /&gt;
|When your Fear is in excess of your Fear Threshold, you gain the Iron Will and Steel Mind traits.&lt;br /&gt;
'''Iron Will:''' You are Immune to being Frightened or Shaken.&lt;br /&gt;
&lt;br /&gt;
'''Steel Mind:''' You are Immune to being Charmed or Enthralled.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Incompatibilities: Logic Prevails&lt;br /&gt;
|You may use CHA to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Reassuring Presence'''&lt;br /&gt;
|&lt;br /&gt;
|When you use an ability that causes you to ignore the Frightened condition to instead cancel Fear, if the ability would allow you to extend the benefit to one or more allies normally, you may cancel the Fear they would gain from the same source.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid'''&lt;br /&gt;
|&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear 1 per Recoup.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid II'''&lt;br /&gt;
|Unafraid&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear as often as you could normally use those abilities.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable Psyche'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Fear Threshold increases by +2.&lt;br /&gt;
|''Fear Resistance, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster Hunter Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Concealed Weapon'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one weapon that you own that does not have the unwieldy tag. It gains the concealed tag. If you lose this weapon, you may choose a new weapon that you own after you Take a Rest.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|&lt;br /&gt;
|When you would take falling damage and would land within 5 ft of another creature, you may make a special melee attack against that creature for 1 AP or 1 Reactive AP. Make a STR or DEX attack targeting their ANT. You have +1 TA on this attack, or +3 TA if the creature is unaware of you.&lt;br /&gt;
On a hit, you only take 1⁄2 your falling damage, and the target creature takes the other half. If you make one or more additional attacks against that creature on the same turn, you retain your TA for those attacks as well.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Hair Trigger Instinct'''&lt;br /&gt;
|&lt;br /&gt;
|When you would be hit by a trap effect, you may make a DEX, AWR, or LUCK check against the trap’s attack roll or DC. If your roll equals or exceeds the trap’s, then you escape the trap unaffected. (2/Recoup)&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Water'''&lt;br /&gt;
|Divine 3&lt;br /&gt;
|By bestowing your holy energy into a contained amount of water not exceeding 1 gallon, you can create holy water.&lt;br /&gt;
The process of blessing this water takes 10 minutes and can be done during a Recoup. &lt;br /&gt;
&lt;br /&gt;
You can split the water into up to four separate containers. Any creature in possession of a container can douse themself or another creature as though administering a potion.&lt;br /&gt;
&lt;br /&gt;
A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleansing Holy Water'''&lt;br /&gt;
|Holy Water&lt;br /&gt;
|A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, a creature gains 1d4 Shield HP, unless it is a creature with the fiend or undead tag, in which case it takes 1d10 radiant damage.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Stake Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|When you Take a Rest, you may spend part of your time awake crafting stakes. These have the stats of dirks, daggers, or knives (your choice for each one), but they break on a crit fail or after they deal damage one time. You can craft a number of stakes equal to 1 + your INT.&lt;br /&gt;
If a stake crafted in this way hits a vampire, count it as a crit. This crit ignores DR.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14108</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14108"/>
		<updated>2025-12-13T19:20:58Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks or magic talents, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.&lt;br /&gt;
&lt;br /&gt;
== Combat Stack ==&lt;br /&gt;
These talents will help you in a variety of combat situations&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Adrenaline Rush'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain the Adrenaline Rush ability. Each time you take this talent again, increase the number of times you can use this ability by 1. You cannot use this ability again while it is already active.&lt;br /&gt;
&lt;br /&gt;
* '''Adrenaline Rush (1/Rest).''' Reduce the APC of your melee weapon attacks by 1 (min 2) for 1 minute.&lt;br /&gt;
|''Combat, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Arterial Precision'''&lt;br /&gt;
|&lt;br /&gt;
|When making a weapon attack, you may choose to suffer a -8 penalty to the attack roll. If you hit, the creature also suffers Bleeding 1d6.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&lt;br /&gt;
|&lt;br /&gt;
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. '''Hit:''' Knock the creature Prone if it is no more than two Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deliberative'''&lt;br /&gt;
|&lt;br /&gt;
|Suffer a -6 penalty to Initiative rolls. If you act last on the first round of combat, you gain +2 AP on your first turn of that combat.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the ability to Exploit.&lt;br /&gt;
&lt;br /&gt;
* '''Exploit.''' (X AP) When a creature within your melee weapon’s reach does one of the following actions, you may spend Reactive AP to make an attack against that creature immediately. The amount of Reactive AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.&lt;br /&gt;
You can Exploit when a creature: &lt;br /&gt;
&lt;br /&gt;
* Moves out of your melee weapon's reach&lt;br /&gt;
* Administers a potion (themselves or feeding it to another creature.)&lt;br /&gt;
* Makes a ranged attack while within your melee weapon's reach&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gutter Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|When you have 0 HP, you gain +1 AP at the start of each of your turns, you can use the Exploit maneuver, and your unarmed damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage while Gutter Fighter is active.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|Exploitative&lt;br /&gt;
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ready Up'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Ready Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ready Up (1/Round).''' You may spend the AP you would normally spend to make a weapon attack or use an ability, but choose not to complete the attack or ability. Instead, specify a triggering event, such as “A hostile creature moves within my line of sight” or “My ally moves within 5 ft of me.” Once the triggering event occurs before the start of your next turn, immediately complete the action that you spent AP to do.&lt;br /&gt;
&lt;br /&gt;
If you use this ability to prepare an expendable ability, and the triggering event does not occur before the start of your next turn, you still expend the use of that ability and its effects are wasted.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Trick Technique'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Sleight of Hand.&lt;br /&gt;
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your ranged weapon attack roll, such as those from Cover or TD, from your damage roll instead of your attack roll.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cool Under Pressure'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not suffer any TD.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Guarded Shot'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Point Blank Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by +1 (e.g., if you crit on a 20, now crit on a 19-20).&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|Gain the Power Shot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Power Shot.''' You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you make your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Critical Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Astounding Critical'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For The Knees'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Bull Rush&lt;br /&gt;
|If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked Prone and you may immediately make another attack against that creature without expending AP.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impale'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit with a two-handed melee weapon that deals sharp damage, make a secondary DEX attack against their FORT. On a hit, the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunistic Crit'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your reactive attack are still met.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Slow And Steady'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 damage on all damage rolls, but can no longer crit. This increases by +1 at levels 10, 20, and 30 to a max of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise, LUCK 2&lt;br /&gt;
|While you have 0 Luck Points, your crit range is increased by +1 with weapons if you have Weapon Expertise with those weapons.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dual Wielding Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Basic Dual Wield'''&lt;br /&gt;
|&lt;br /&gt;
|You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the light and one-handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your subsequent attacks as well provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|While you are using two weapons, you gain Resist Physical +2 against melee attacks.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker II'''&lt;br /&gt;
|Blade Blocker, Dual Wield IV&lt;br /&gt;
|Blade Blocker becomes Resist Physical +4.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the light tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield II'''&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the light tag (they must both still have the one-handed tag).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield III'''&lt;br /&gt;
|Dual Wield II, STR 2&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield IV'''&lt;br /&gt;
|Dual Wield III, STR 4&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== One-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Duelist'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lunge'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action. You gain +1 TA on the attack if you move in this way.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Perfect Strike Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike'''&lt;br /&gt;
|&lt;br /&gt;
|When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike II'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Ignore shields when using Perfect Strike.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Strike'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When you hit with Perfect Strike, deal critical damage.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Shot'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When making a ranged or thrown attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Choose a weapon tag (one-handed, hand-and-a-half, or two-handed) and another tag (light, unwieldy, reach, or no secondary tag). Gain the Perfect Technique ability with melee weapons that have both of those tags.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Technique (1/Recoup)'''. When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. &lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique II'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|Choose a specific weapon that falls within the parameters you chose as part of Perfect Technique. (For example, if you chose one-handed light weapons, you could choose shortswords for this talent.) When making your Perfect Technique attack, call out a number between 1 and 20. If your die rolls within 2 of that number (for a total range of 5), you do not expend your use of Perfect Technique.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Technique'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|When you crit with Perfect Technique, inflict Bleeding 2.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scrap Fighter Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|Improvised weapons cost 1 fewer AP for you to use (min 2).&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Brawler'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|''Repeatable.'' Your damage with improvised weapons increases by one die size (e.g., from 1d4 to 1d6, max 1d12).&lt;br /&gt;
|''Combat, Scrap Fighter, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrabbling Frenzy'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|Gain the Scrabbling Frenzy ability. You can only use this ability when you are Bloodied.&lt;br /&gt;
&lt;br /&gt;
* '''Scrabbling Frenzy (2/Rest).''' The APC of improvised weapons is reduced by 1 (min 1) for the next 30 seconds. &lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawn Beats Brain'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|You may use any melee weapon as an improvised bludgeon.&lt;br /&gt;
If the weapon is bladed, you may also use it as an improvised small blade if it has the thrown or concealed tags, or as an improvised large blade if it does not.&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Two-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bristle'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bristle ability. You may only use this ability when wielding a two-handed weapon with a Reach of 10 ft or greater.&lt;br /&gt;
&lt;br /&gt;
* '''Bristle (1/Round).''' When a creature moves into reach of your weapon, you may attack it reactively by spending AP equal to the weapon’s normal APC.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rend (END/Rest).''' When you make an attack with a two-handed melee weapon using STR, or with a hand-and-a-half weapon wielded with two hands, add double your STR to the damage roll, instead of only adding your STR.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend III'''&lt;br /&gt;
|Rend II, STR 6&lt;br /&gt;
|Rend becomes END/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|Gain the Great Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Great Rend (2/Recoup).''' When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend II'''&lt;br /&gt;
|Great Rend, STR 8&lt;br /&gt;
|Great Rend becomes 2/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend III'''&lt;br /&gt;
|Great Rend II, STR 10&lt;br /&gt;
|You may use your Great Rend ability indefinitely.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon type: one-handed, two-handed, or hand- and-a-half. Choose a range: melee, ranged, thrown, or reach. Gain +1 to attack and damage rolls with weapons that have both of those qualities. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mastery'''&lt;br /&gt;
|Weapon Expertise&lt;br /&gt;
|Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have two-handed, ranged Weapon Expertise, you may choose a longbow). Gain +1 to attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Weapon Mastery'''&lt;br /&gt;
|Weapon Mastery&lt;br /&gt;
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by +1. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Command Stack ==&lt;br /&gt;
These talents will make you better at commanding a room or battlefield with your undeniable presence&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together'''&lt;br /&gt;
|&lt;br /&gt;
|Creatures suffer 1 TD on attacks against you and allies within 5 ft of you when you have at least one ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together II'''&lt;br /&gt;
|Better Together&lt;br /&gt;
|Creatures suffer 1 TD per ally within 5 ft of you (to a max of 3 TD) when attacking you or an ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Call in a Favor'''&lt;br /&gt;
|&lt;br /&gt;
|You always know whether you have positive or negative Goodwill in a given social facet.&lt;br /&gt;
Gain the Call in a Favor ability, which you may only use if you have positive Goodwill in the related social facet.&lt;br /&gt;
&lt;br /&gt;
* '''Call in a Favor.''' While in a populated area, you may choose to lose 1 Goodwill in a social facet of your choice. In return, you gain a small favor granted by an NPC affiliated with the related social facet. The exact nature of the favor is up to the MC, though suggestions are on the following list.&lt;br /&gt;
** Automatically succeed a CHA/Persuading check.&lt;br /&gt;
** Get a mundane item for free or at a tangible discount.&lt;br /&gt;
** Find a place to stay for the night, away from prying eyes and ears.&lt;br /&gt;
** Earn an audience with a prominent politician… though you may still have to wait a few days before they see you.&lt;br /&gt;
** Get exonerated for a misdemeanor.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Card Shark'''&lt;br /&gt;
|&lt;br /&gt;
|When gambling, gain +3 to Deceiving, Fortuity, Intuiting, and Sleight of Hand checks.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Charmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Charmer (2/Recoup).''' Make a CHA attack against the WILL of a creature within 30 ft of you that is not hostile towards you. On a hit, they are Charmed by you for 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
Gain +3 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Courtesan's Knife'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a the Courtesan’s Knife ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courtesan’s Knife.''' For 4 AP, make a CHA attack against the LOG of a creature within 60 ft. On a hit, the target creature loses 1 Goodwill unless you hit that creature with this attack in the past 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''On Your Feet'''&lt;br /&gt;
|&lt;br /&gt;
|You may spend 1 AP to pull an adjacent ally up from being Prone.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
You can convincingly cast your voice to sound as though it is coming from 10 ft away.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism II'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
Gain +20 ft to the range on Ventriloquism.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Voice Sculptor'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|You can alter your voice to sound exactly like any humanoid that you have heard speak for at least one minute.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense Stack ==&lt;br /&gt;
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Ain't No Grave'''&lt;br /&gt;
|&lt;br /&gt;
|When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gritty Recovery'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When you finish Recouping, roll a die on the following table as determined by your END. Regain HP equal to the result.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!END&lt;br /&gt;
!Die&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|3-5&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|9-11&lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1d12&lt;br /&gt;
|}&lt;br /&gt;
|''Defense''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Meat Pile&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x2). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Character Level 10&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x3). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Character Level 15&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). Additionally, each time you level up, gain +1 max HP. &lt;br /&gt;
You also suffer no negative effects from being Fatigued for the first day you are Fatigued (allowing you to remove Death Points normally). This ability resets when Fatigued is removed.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Hardy&lt;br /&gt;
|You suffer -2 to your AR, REF, and FORT.&lt;br /&gt;
Your HP die size becomes 1d20 and you must recalculate your max HP following this formula: 10+(Level)d20.&lt;br /&gt;
&lt;br /&gt;
However, your AR and physical defenses can never exceed 11.&lt;br /&gt;
&lt;br /&gt;
When you gain a level, you must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Lucky Placement, Impulse, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Can't Kill What You Can't Catch'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|When an attack that targets your REF misses you, you may move 5 ft.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Dodge'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you would take half damage from an attack that targets your REF, you instead take no damage.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Impulse&lt;br /&gt;
|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition II'''&lt;br /&gt;
|Intuition&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition III'''&lt;br /&gt;
|Intuition II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 AR, REF, and FORT while wearing light armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive&lt;br /&gt;
|You may use your LUCK in place of your DEX when calculating your REF, but your REF cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|Lucky Placement now allows your REF to go up to 18. &lt;br /&gt;
You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement II&lt;br /&gt;
|Lucky Placement now has no REF limit.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of light armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of medium armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of heavy armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of shield. Gain the shield’s Resist bonus when you have that type of shield equipped. When you level up, you may lose this talent to gain another Second Skin talent. &lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Impulse, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Tough&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Tough II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Unarmored Defense&lt;br /&gt;
|Gain the Unarmored Awareness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unarmored Awareness (1/Catch Breath).''' You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 when you are making an AWR check or when your ANT is being attacked. This bonus lasts until the beginning of your next turn.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|If you have no uses of Unarmored Awareness left, you may use Unarmored Awareness once per round for 2 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|Unarmored Awareness becomes 3/Catch Breath. Also, your Unarmored Awareness II benefit now only costs 1 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness IV'''&lt;br /&gt;
|Unarmored Awareness III, Level 15&lt;br /&gt;
|Your Unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Maneuvers Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 AR against ranged attacks.&lt;br /&gt;
Gain the Barrel Roll ability.&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Roll (1/Round).''' When a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll II'''&lt;br /&gt;
|Barrel Roll&lt;br /&gt;
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawler'''&lt;br /&gt;
|&lt;br /&gt;
|When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Human Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your AR and physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and physical defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Training'''&lt;br /&gt;
|&lt;br /&gt;
|You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.&lt;br /&gt;
Gain the Raise ability.&lt;br /&gt;
&lt;br /&gt;
* '''Raise.''' Spend 1 AP to raise your shield, gaining +3 to your AR and physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you have a buckler equipped, you may add 1 AP to a melee attack you are making. If that attack hits, the creature suffers 1 TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Strap'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free. You can now use a two-handed melee weapon with a buckler, and can use the two-handed benefits of a hand-and-a-half weapon.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Fighting'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You gain the Resist abilities of kite shields and heater shields.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training II'''&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|Gain +1 to your AR while wielding a kite or heater shield.&lt;br /&gt;
Gain the Practiced Block ability.&lt;br /&gt;
&lt;br /&gt;
* '''Practiced Block (1/Catch Breath).''' The first time you use your Raise ability after rolling Initiative, it costs 0 AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training III'''&lt;br /&gt;
|Medium Shield Training II&lt;br /&gt;
|While you have a kite or heater shield equipped, you gain +2 to your AR and physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training IV'''&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If an attack against your REF misses you while you have Raise active and are wielding a kite or heater shield, you take no damage if you would otherwise take half damage.&lt;br /&gt;
Practiced Block becomes 2/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training V'''&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Raise ability now grants +4 to your AR and physical defenses until the beginning of your next turn.&lt;br /&gt;
Practiced Block becomes 3/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Mastery'''&lt;br /&gt;
|Medium Shield Training V&lt;br /&gt;
|You may now extend the bonus of your Raise ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Siblings'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.&lt;br /&gt;
|''Defense, Shield, Synergy''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Wall'''&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Wall talent and you are both wielding tower shields, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* Whenever both shields are Raised and one of you moves 5 ft, the other may move 5 ft as well without expending AP.&lt;br /&gt;
* Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.&lt;br /&gt;
* Gain the Shield Shove ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Shove.''' When moving only 5 ft, you may attempt to move into a space that another creature occupies and make a special STR attack against their FORT, adding your Shield Siblings AR bonus to your attack roll. On a hit, that creature is pushed back 5 ft.&lt;br /&gt;
|''Defenses, Shield, Synergy''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Bash'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You no longer suffer -5 ft speed while wielding a tower shield and when you move 5 ft, the creature standing directly behind you can move with you without expending AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization II'''&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+2).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization III'''&lt;br /&gt;
|Tower Shield Specialization II&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+3) and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Partial Cover (+1).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Mastery'''&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft increases to Partial Cover (+2). You may now wield a tower shield with only one arm; however, when you make a melee attack, you only gain Partial Cover (+3) instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Stack ==&lt;br /&gt;
These talents offer you a small bonus in addition to giving you more Skill Points.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobat'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the acrobatics tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Expert'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill.&lt;br /&gt;
Each time you Take a Rest, you can craft a tonic or a vial of caustic flame. Either option loses its potency after 24 hours.&lt;br /&gt;
&lt;br /&gt;
* '''Tonic:''' When a creature drinks this tonic, it regains 1d4 HP.&lt;br /&gt;
* '''Flame Vial:''' A creature can throw this vial as an improvised thrown weapon. On a hit, the target creature gains Burning (1d4).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''A Little Bit Of Soul'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a check with a skill that has the crafting or knowledge tag, you may use your CHA instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Whisperer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Animal Whisperer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Animal Whisperer (1/Rest).''' For 3 AP, you may choose one creature with the beast tag within 20 ft of you. Make an Animal Handling check against the creature’s WILL. On a success, the creature is Charmed for 4 hours and it will not harm you, though it will not go out of its way to help you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Trainer'''&lt;br /&gt;
|Animal Whisperer&lt;br /&gt;
|If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcanist Understudy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Arcana.&lt;br /&gt;
You learn one arcane cantrip of your choice. Use your magic attribute. If you do not have one, use INT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Archaeologist'''&lt;br /&gt;
|&lt;br /&gt;
|Choose an environment: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. Alternatively, choose one nation that exists currently or has existed in the past.&lt;br /&gt;
&lt;br /&gt;
When you are in the environment or nation that you selected, gain a +3 bonus to Appraising, Art, Dungeoneering, Economics, Geography, History, and Investigating.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Artist Aspirant'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Entertainer (Artist) background&lt;br /&gt;
|Gain +3 Art.&lt;br /&gt;
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Artistic Apprentice'''&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain one rank of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astrologer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astrology.&lt;br /&gt;
Gain the Astrologer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astrologer (1/Rest).''' When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, you may replace one d20 roll with the number that you wrote down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astronomer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astronomy.&lt;br /&gt;
If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography or Navigating skills).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Athlete'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the athleticism tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Autopsy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Appraising, Investigating, and Medicine when making a skill check related to studying a corpse. This can exceed your +20 skill cap.&lt;br /&gt;
When you make such a check, if you exceed a DC of 20 and the corpse died as a result of a creature, then you gain +1 TA against creatures of the same type for the next 24 hours. If the corpse died as a result of disease, you gain +2 FORT against that disease for the next 24 hours.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Aware'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the AWR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Balanced'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Balancing.&lt;br /&gt;
When a creature attempts to knock you Prone, instead of using your defense against that particular effect, you may choose to roll a Balancing check instead. If you meet or exceed their attack roll, you do not fall Prone (but still suffer damage or other effects, provided that they hit your appropriate defense).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Biologist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Biology.&lt;br /&gt;
You can immediately identify if a creature has the beast tag or monstrosity tag, or if it has neither. This costs 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewing Expert'''&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''By Feel, Not Measure'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your AWR instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Calligrapher'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Calligraphy.&lt;br /&gt;
When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Appraiser'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Appraising.&lt;br /&gt;
When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Carpenter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Carpentry.&lt;br /&gt;
If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by +5. You cannot do this to an area larger than 20 ft x 20 ft.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cartographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cartography.&lt;br /&gt;
After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charismatic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the CHA tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chef'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cooking.&lt;br /&gt;
Your artistic sense of how to mingle flavors allows you to improve any food and drink. When a creature consumes food or drink that you have had at least ten minutes to modify, you Charm that creature  for 1 hour. At the end of this time, the creature is not aware that they were Charmed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chemist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Chemistry.&lt;br /&gt;
Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink. When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry check against that creature’s FORT. On a success, they become Sickened for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Climber'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Climber ability.&lt;br /&gt;
&lt;br /&gt;
* '''Climber (1/Rest).''' You gain a climb speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cobbling.&lt;br /&gt;
Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains +3 Forced March.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbling Mastery'''&lt;br /&gt;
|Cobbler&lt;br /&gt;
|You may now patch three pairs of shoes each time you Take a Rest.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Contortionist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Contorting.&lt;br /&gt;
Moving through spaces that would require you to squeeze costs no additional movement.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Coordinated Effort'''&lt;br /&gt;
|COR 2&lt;br /&gt;
|Gain the Coordinated Effort ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coordinated Effort (1/Round).''' When an ally makes a weapon attack against a hostile creature within 5 ft of you, you may spend Reactive AP to make a melee attack against that creature. The amount of Reactive AP that this costs you equals your weapon’s normal APC -1 (min 1).&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cryptidology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 to Animal Handling, Biology, History, Nature, and Tracking when making a skill check to recall information regarding beasts or monstrosities. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a beast or monstrosity within 60 ft of you. Make a History or Nature check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its max HP.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dancer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dancing.&lt;br /&gt;
Gain +1 REF.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deckhand'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [water].&lt;br /&gt;
You can book passage on a boat or ship for free, provided that you contribute to maintaining the vessel. A ship that is already overstaffed might still turn you down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, and Religion when making a skill check to recall information regarding fiends. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a fiend within 60 ft of you. Make an Arcana, History, or Religion check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its Resist and Immune stats.&lt;br /&gt;
* Its Vulnerable stats.&lt;br /&gt;
* Its DR and DT stats.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dextrous'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the DEX tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Disguise Artist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Disguising.&lt;br /&gt;
You no longer need a disguise kit to make an Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Display of Willpower'''&lt;br /&gt;
|CHA 2&lt;br /&gt;
|Gain the Display of Willpower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Display of Willpower (CHA/Rest).''' You may spend 1 AP to become Rallied until the start of your next turn. If you were already suffering from the Demoralized, Frightened, or Shaken conditions, they are suppressed until the start of your next turn.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Distance Runner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Distance Running.&lt;br /&gt;
You can run a number of miles equal to your END x2 (min 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Double Time'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forced March.&lt;br /&gt;
When marching at a normal pace, you can travel 150% the typical distance before needing to make Fatigue rolls.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Driver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [land].&lt;br /&gt;
You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore Difficult Terrain imposed from rocks, debris and the like.&lt;br /&gt;
&lt;br /&gt;
Difficult Terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dungeoneer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dungeoneering.&lt;br /&gt;
Gain +1 ANT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Eavesdropper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Eavesdropping.&lt;br /&gt;
Gain the Eavesdropper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Eavesdropper (1/Recoup).''' When you make an Eavesdropping check, you may roll 2d20 and take the higher.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Economist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Economics.&lt;br /&gt;
By spending 1 month in a town or urban area, you can gain +1 Goodwill among the aristocracy or mercantile spheres (your choice each time). You may sell your services as an economist for 10 sc weekly while in a settled area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Empathetic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
Gain the Empathetic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Empathetic (1/Rest).''' When you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. On a success, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Endless Endurance'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When making an END attribute check outside of combat, if you rolled below a 10, treat your die roll as a 10.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Enduring'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the END tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Engineer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Engineering.&lt;br /&gt;
You can consult on building repairs to earn 10 sc per week while in an urban area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer Aspirant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer'''&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain one rank in the Entertainer Profession. You must choose the Performer track instead of the Artist track.&lt;br /&gt;
This replaces your Entertainer Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Evading.&lt;br /&gt;
Gain the Evader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evader (2/Rest).''' When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Feat of Strength'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Feat of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* '''Feat of Strength (1/Recoup).''' When you make a STR attribute check, you may double your STR bonus.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Forager'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Foraging.&lt;br /&gt;
When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work.)&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forceful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Applied Force.&lt;br /&gt;
When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make a Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forging.&lt;br /&gt;
Gain the Forgery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Forgery (1/Rest).''' If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sc you spend, add +1 to your Forging check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Fortuitous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Fortuity.&lt;br /&gt;
When making a Fortuity check, your crit range increases by +3 (e.g., from 20 to 17-20). The max crit range is still 16-20.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gentried Title'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Calligraphy*, Cartography*, Painting*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Geographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Geography.&lt;br /&gt;
When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Glassblower'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Glass Blowing.&lt;br /&gt;
Gain the Glassblower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Glassblower (1/Week).''' You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make custom glassware on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go-Getter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Economics, History, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
&lt;br /&gt;
'''Subterfuge:''' Forging*, Sleight of Hand &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Gossiper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Gossiping.&lt;br /&gt;
Gain the Gossiper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gossiper (1/Rest).''' You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossiping check against a DC equal to 15 + that creature’s CHA. On a success, they lose 1 Goodwill. You can only target the same creature once a week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Historian'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 History.&lt;br /&gt;
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Influencer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intelligent'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the INT tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intimidating.&lt;br /&gt;
Gain the Intimidator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intimidator (1/Rest).''' Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. On a success, then you know exactly how to get under their skin. Roll 2d20 and take the higher when you make your Intimidating check. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuitive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intuiting.&lt;br /&gt;
Gain the Intuitive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intuitive (1/Recoup).''' Your intuition extends beyond living people to intellectual fields as well. When you would make an INT check, you can add your Intuiting bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Investigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Investigating.&lt;br /&gt;
Gain the Investigator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Investigator (1/Recoup).''' When making an Investigating check, you can add your LUCK/Fortuity on top of your Investigating.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jack Of All Trades'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Savoir Faire.&lt;br /&gt;
Gain the Jack of All Trades ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jack of All Trades (2/Rest).''' You can present yourself to another character as though you have 1 professional rank in any profession of your choice. This deception is nonmagical and lasts for 1 hour.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeweler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jeweler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jeweler (1/Rest).''' You can produce a work of semiprecious jewelry, provided that you have some form of mineral. Make a Jeweling check. You can sell your jewelry for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jewelry Expert'''&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jewelry Expert ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jewelry Expert (1/Month).''' You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling check. You can sell your jewelry for that many dc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Keen Anticipation'''&lt;br /&gt;
|AWR 2&lt;br /&gt;
|Gain the Keen Anticipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keen Anticipation (1/Rest).''' When you would be Completely Surprised, you are instead Partially Surprised.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledgeable'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lawyer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Law.&lt;br /&gt;
While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your Goodwill by +1 at the end of each month.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leadership.&lt;br /&gt;
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lean-To'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sheltering.&lt;br /&gt;
When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it +2 on END checks made to resist extreme weather.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leatherworker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leatherworking.&lt;br /&gt;
Gain the Leatherworker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Leatherworker (1/Week).''' You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lifelong Learner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 Skill Point in any skill. Each time you level up, gain +1 Skill Point in any skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lockpicker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Lockpicking.&lt;br /&gt;
Gain the Lockpicker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lockpicker (1/Rest).''' When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Logical Conclusion'''&lt;br /&gt;
|INT 2&lt;br /&gt;
|Gain the Logical Conclusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Logical Conclusion (INT/Rest).''' When you are Charmed or Frightened by a creature, you may spend 2 AP on your turn to make an INT attribute check vs the LOG of the creature that imposed the condition on you. On a hit, you remove the condition.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Luck of the Draw'''&lt;br /&gt;
|LUCK 2&lt;br /&gt;
|Whenever you spend a Luck Point, you may first call out “evens” or “odds” and roll a die. If you were correct, regain the Luck Point after spending it. If you were incorrect, instead you gain 1 Death Point.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the LUCK tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mason'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Masonry.&lt;br /&gt;
Gain the Mason ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mason (1/Week).''' You can produce a nice piece of stonework provided that you have some form of stone to work with. Make a Masonry check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Medicine.&lt;br /&gt;
Gain the Medic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Medic (1/Rest).''' When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Menace'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Menacing.&lt;br /&gt;
Gain the Menace ability.&lt;br /&gt;
&lt;br /&gt;
* '''Menace (1/Rest).''' When you menace someone, you may first display your strength to show that you mean business. Make a STR/Applied Force check against the creature’s WILL. On a success, you can roll 2d20 for your Menacing check, taking the higher. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Musician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Instrument [your choice].&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturalist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Naturalist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Naturalist (2/Week).''' If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Navigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Navigating.&lt;br /&gt;
So long as you can see a natural landmark, you cannot become lost, except by magical means.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Observant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the observation tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Officer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Military.&lt;br /&gt;
Gain the Officer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Officer (1/Week).''' You know how to speak with military officials. You can request an audience with any military officer who has professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Painter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Painting.&lt;br /&gt;
Gain the Painter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Painter (1/Week).''' You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Part-Time Student'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Investigating&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one]&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Forging*&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating*&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Perceptive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Perceiving.&lt;br /&gt;
Gain the Perceptive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perceiving (1/Rest).''' When you make a check with another skill that has the observation tag, you can add 1⁄2 your Perceiving as an additional bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Performer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the performance tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Persuasive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Persuading.&lt;br /&gt;
Gain the Persuasive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Persuasive (1/Rest).''' You can cast the [[Charm Creature]] primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Petty Criminal'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting, Tumbling&lt;br /&gt;
* '''Athleticism:''' Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Brewing*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Intimidating, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Dungeoneering, Sneaking &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Pickpocket'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sleight of Hand.&lt;br /&gt;
When you have an item with the light tag on your person, you can give it the concealed tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in your choice of the Alchemy or Brewing skill.&lt;br /&gt;
When you Take a Rest, you may make an Alchemy or Brewing check to brew a dose of poison. The poison deals 1d4 damage when ingested, and causes a condition based on your skill check. (see the following Poisoner table.)&lt;br /&gt;
&lt;br /&gt;
The poison spoils after 24 hours, becoming a foul-tasting but harmless liquid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|10 or less&lt;br /&gt;
|Shaken for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|Shaken for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|Sickened for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|Sickened for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|Sickened and Dazed for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|31+&lt;br /&gt;
|Sickened and Dazed for 1 hour&lt;br /&gt;
|}&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Politician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Politics of [choose region].&lt;br /&gt;
Gain the Politician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Politician (1/Week).''' You may leverage favors to secure a meeting with a noble or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Potter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Pottery.&lt;br /&gt;
Gain the Potter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Potter (1/Week).''' You can produce some pottery provided that you have some form of clay to work with. Make a Pottery check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Powerlifter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
You can carry +2 unwieldy items without being encumbered.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Practiced Warrior'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Athletics:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Influence:''' Intimidating, Leadership&lt;br /&gt;
* '''Knowledge:''' Geography, History, Medicine*, Military Vehicles* [land]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March, Menacing&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Navigating*, Sheltering&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Practice Makes Perfect'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your DEX instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Reflexive Dodge'''&lt;br /&gt;
|DEX 2&lt;br /&gt;
|Gain the Reflexive Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reflexive Dodge (DEX/Rest).''' When a creature hits your REF, you may spend 1 Reactive AP to make a DEX/Dancing check. Your REF becomes that number against that attack.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Religious'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Scavenger'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Scavenging.&lt;br /&gt;
Gain the Scavenger ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scavenger (1/Rest).''' When you fail a Scavenging check, you may instead treat it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Smith'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Smithing.&lt;br /&gt;
Gain the Smith ability.&lt;br /&gt;
&lt;br /&gt;
* '''Smith (1/Rest).''' You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon or armor are still available, you can completely restore a weapon or armor set.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sneak'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sneaking.&lt;br /&gt;
Gain the Sneak ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sneak (1/Rest).''' If you are hidden or Concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or Concealed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprinter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sprinting skill.&lt;br /&gt;
Gain the Sprinter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sprinter (1/Rest).''' Move up to your speed for 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the stamina tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Strong'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the STR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Subverter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the subterfuge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the survival tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Swimmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Swimmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Swimmer (1/Rest).''' Gain a swim speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tentative Believer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
* '''Stamina:''' Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating* &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tracking.&lt;br /&gt;
Gain the Tracker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Tracker (1/Rest).''' When you fail a Tracking check, you may count it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Traveler'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting&lt;br /&gt;
* '''Athleticism:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Knowledge:''' Astrology, Astronomy, Geography, Medicine*, Vehicles* [land]&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Instrument* [choose one]&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tumbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tumbling.&lt;br /&gt;
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Vampirology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, Investigating, Perceiving, Religion, and Savoir Faire when making a skill check to recall information regarding vampires or to pass yourself off as one. This can exceed your +20 skill cap.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Weaver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Weaving.&lt;br /&gt;
Gain the Weaver ability.&lt;br /&gt;
&lt;br /&gt;
* '''Weaver (1/Week).''' You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Whittler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Woodcarving.&lt;br /&gt;
Gain the Whittler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whittler (1/Week).''' You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Specialization Stacks ==&lt;br /&gt;
&lt;br /&gt;
=== Misc Stack ===&lt;br /&gt;
These talents offer a variety of miscellaneous bonuses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Companion'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Animal Handling and +2 Nature. &lt;br /&gt;
You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Heirloom'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting silver.&lt;br /&gt;
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to attack rolls with this weapon at levels 1, 10, 20, and 30.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hearty Antibodies'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist 4 against any one disease of your choice. Whenever you make a d20 roll to avoid becoming infected or avoid the effects of a disease, gain a +4 bonus.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Inheritance'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|Add +200 sc to your starting wealth.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Last Effort'''&lt;br /&gt;
|&lt;br /&gt;
|When you start your turn, gain +1 TA if you have any Death Points, and +2 TA if you have more than 3 Death Points.&lt;br /&gt;
When you gain enough Death Points to kill you, you may immediately take one more turn. Any attacks you make automatically hit, and your crit range is 16-20 for all these attacks during this turn.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Pilfer'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you gain sc as a result of looting bodies or finding treasure in an unpopulated area, increase the amount of sc you receive by 5%. Increase your total after dividing the total amount of sc among the party.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Aspect Talents ===&lt;br /&gt;
To gain access to Primal Aspects, you must take one or more talents in the [[Berzerker]], [[Oracle]], and/or [[Ranger]] classes or find another way to access to them, such as a magical boon from an Archfae.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect'''&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|''Repeatable.'' Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
|''Primal Aspect, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus'''&lt;br /&gt;
|At least 2 Primal Aspects&lt;br /&gt;
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in combat, and by spending 1 AP when you are in combat.&lt;br /&gt;
If you know more than two Aspects, you can choose which two are available to switch between upon Taking a Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus II'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|You can switch between any of your Primal Aspects, even if you know more than two, using your Aspect Focus.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus III'''&lt;br /&gt;
|Primal Aspect Focus II, Character Level 10&lt;br /&gt;
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus IV'''&lt;br /&gt;
|Primal Aspect Focus III, Character Level 15&lt;br /&gt;
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|Gain the Primal Aspect Transference ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Aspect Transference (1/Rest).''' Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
While an Aspect is transferred to an ally, it is unavailable for you to switch to.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference II'''&lt;br /&gt;
|Primal Aspect Transference&lt;br /&gt;
|Primal Aspect Transference becomes 3/Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primal Aspect Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Talent Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: A’rl’ng'''&lt;br /&gt;
|You may spend 1 AP to magically double all movement you take for this turn. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Heq'''&lt;br /&gt;
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Sekh'''&lt;br /&gt;
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Stoll'''&lt;br /&gt;
|Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Tamat'''&lt;br /&gt;
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. '''(1/Recoup)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Vele'''&lt;br /&gt;
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Woden'''&lt;br /&gt;
|Gain +6 to Vehicles* [water] and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fear Resistance Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody'''&lt;br /&gt;
|At least +1 with any Instrument&lt;br /&gt;
|When you attempt to Take a Rest, you can play a haunting melody to hold the worst effects of fear at bay. &lt;br /&gt;
Make a CHA/Instrument check. The DC is 10. If you succeed, you do not have to resolve your Fear before Taking a Rest.&lt;br /&gt;
&lt;br /&gt;
The DC increases by +2 for every consecutive day that you attempt to do this.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody II'''&lt;br /&gt;
|Haunting Melody&lt;br /&gt;
|When you use Haunting Melody, you may target a number of creatures equal to or less than your AWR.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody III'''&lt;br /&gt;
|Haunting Melody II&lt;br /&gt;
|When you use Haunting Melody, if you beat the target DC by more than 5, each affected creature removes 1 Fear.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Logic Prevails'''&lt;br /&gt;
|Incompatibilities: Mind Over Matter&lt;br /&gt;
|You may use INT to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind-Killer'''&lt;br /&gt;
|&lt;br /&gt;
|When your Fear is in excess of your Fear Threshold, you gain the Iron Will and Steel Mind traits.&lt;br /&gt;
'''Iron Will:''' You are Immune to being Frightened or Shaken.&lt;br /&gt;
&lt;br /&gt;
'''Steel Mind:''' You are Immune to being Charmed or Enthralled.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Incompatibilities: Logic Prevails&lt;br /&gt;
|You may use CHA to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Reassuring Presence'''&lt;br /&gt;
|&lt;br /&gt;
|When you use an ability that causes you to ignore the Frightened condition to instead cancel Fear, if the ability would allow you to extend the benefit to one or more allies normally, you may cancel the Fear they would gain from the same source.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid'''&lt;br /&gt;
|&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear 1 per Recoup.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid II'''&lt;br /&gt;
|Unafraid&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear as often as you could normally use those abilities.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable Psyche'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Fear Threshold increases by +2.&lt;br /&gt;
|''Fear Resistance, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster Hunter Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Concealed Weapon'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one weapon that you own that does not have the unwieldy tag. It gains the concealed tag. If you lose this weapon, you may choose a new weapon that you own after you Take a Rest.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|&lt;br /&gt;
|When you would take falling damage and would land within 5 ft of another creature, you may make a special melee attack against that creature for 1 AP or 1 Reactive AP. Make a STR or DEX attack targeting their ANT. You have +1 TA on this attack, or +3 TA if the creature is unaware of you.&lt;br /&gt;
On a hit, you only take 1⁄2 your falling damage, and the target creature takes the other half. If you make one or more additional attacks against that creature on the same turn, you retain your TA for those attacks as well.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Hair Trigger Instinct'''&lt;br /&gt;
|&lt;br /&gt;
|When you would be hit by a trap effect, you may make a DEX, AWR, or LUCK check against the trap’s attack roll or DC. If your roll equals or exceeds the trap’s, then you escape the trap unaffected. (2/Recoup)&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Water'''&lt;br /&gt;
|Divine 3&lt;br /&gt;
|By bestowing your holy energy into a contained amount of water not exceeding 1 gallon, you can create holy water.&lt;br /&gt;
The process of blessing this water takes 10 minutes and can be done during a Recoup. &lt;br /&gt;
&lt;br /&gt;
You can split the water into up to four separate containers. Any creature in possession of a container can douse themself or another creature as though administering a potion.&lt;br /&gt;
&lt;br /&gt;
A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleansing Holy Water'''&lt;br /&gt;
|Holy Water&lt;br /&gt;
|A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, a creature gains 1d4 Shield HP, unless it is a creature with the fiend or undead tag, in which case it takes 1d10 radiant damage.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Stake Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|When you Take a Rest, you may spend part of your time awake crafting stakes. These have the stats of dirks, daggers, or knives (your choice for each one), but they break on a crit fail or after they deal damage one time. You can craft a number of stakes equal to 1 + your INT.&lt;br /&gt;
If a stake crafted in this way hits a vampire, count it as a crit. This crit ignores DR.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14107</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14107"/>
		<updated>2025-12-13T19:06:38Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks or magic talents, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.&lt;br /&gt;
&lt;br /&gt;
== Combat Stack ==&lt;br /&gt;
These talents will help you in a variety of combat situations&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Adrenaline Rush'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain the Adrenaline Rush ability. Each time you take this talent again, increase the number of times you can use this ability by 1. You cannot use this ability again while it is already active.&lt;br /&gt;
&lt;br /&gt;
* '''Adrenaline Rush (1/Rest).''' Reduce the APC of your melee weapon attacks by 1 (min 2) for 1 minute.&lt;br /&gt;
|''Combat, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Arterial Precision'''&lt;br /&gt;
|&lt;br /&gt;
|When making a weapon attack, you may choose to suffer a -8 penalty to the attack roll. If you hit, the creature also suffers Bleeding 1d6.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&lt;br /&gt;
|&lt;br /&gt;
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. '''Hit:''' Knock the creature Prone if it is no more than two Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deliberative'''&lt;br /&gt;
|&lt;br /&gt;
|Suffer a -6 penalty to Initiative rolls. If you act last on the first round of combat, you gain +2 AP on your first turn of that combat.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the ability to Exploit.&lt;br /&gt;
&lt;br /&gt;
* '''Exploit.''' (X AP) When a creature within your melee weapon’s reach does one of the following actions, you may spend Reactive AP to make an attack against that creature immediately. The amount of Reactive AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.&lt;br /&gt;
You can Exploit when a creature: &lt;br /&gt;
&lt;br /&gt;
* Moves out of your melee weapon's reach&lt;br /&gt;
* Administers a potion (themselves or feeding it to another creature.)&lt;br /&gt;
* Makes a ranged attack while within your melee weapon's reach&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gutter Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|When you have 0 HP, you gain +1 AP at the start of each of your turns, you can use the Exploit maneuver, and your unarmed damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage while Gutter Fighter is active.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|Exploitative&lt;br /&gt;
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ready Up'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Ready Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ready Up (1/Round).''' You may spend the AP you would normally spend to make a weapon attack or use an ability, but choose not to complete the attack or ability. Instead, specify a triggering event, such as “A hostile creature moves within my line of sight” or “My ally moves within 5 ft of me.” Once the triggering event occurs before the start of your next turn, immediately complete the action that you spent AP to do.&lt;br /&gt;
&lt;br /&gt;
If you use this ability to prepare an expendable ability, and the triggering event does not occur before the start of your next turn, you still expend the use of that ability and its effects are wasted.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Trick Technique'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Sleight of Hand.&lt;br /&gt;
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your ranged weapon attack roll, such as those from Cover or TD, from your damage roll instead of your attack roll.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cool Under Pressure'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not suffer any TD.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Guarded Shot'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Point Blank Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by +1 (e.g., if you crit on a 20, now crit on a 19-20).&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|Gain the Power Shot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Power Shot.''' You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you make your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Critical Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Astounding Critical'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For The Knees'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Bull Rush&lt;br /&gt;
|If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked Prone and you may immediately make another attack against that creature without expending AP.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impale'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit with a two-handed melee weapon that deals sharp damage, make a secondary DEX attack against their FORT. On a hit, the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunistic Crit'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your reactive attack are still met.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Slow And Steady'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 damage on all damage rolls, but can no longer crit. This increases by +1 at levels 10, 20, and 30 to a max of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise, LUCK 2&lt;br /&gt;
|While you have 0 Luck Points, your crit range is increased by +1 with weapons if you have Weapon Expertise with those weapons.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dual Wielding Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Basic Dual Wield'''&lt;br /&gt;
|&lt;br /&gt;
|You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the light and one-handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your subsequent attacks as well provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|While you are using two weapons, you gain Resist Physical +2 against melee attacks.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker II'''&lt;br /&gt;
|Blade Blocker, Dual Wield IV&lt;br /&gt;
|Blade Blocker becomes Resist Physical +4.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the light tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield II'''&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the light tag (they must both still have the one-handed tag).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield III'''&lt;br /&gt;
|Dual Wield II, STR 2&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield IV'''&lt;br /&gt;
|Dual Wield III, STR 4&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== One-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Duelist'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lunge'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action. You gain +1 TA on the attack if you move in this way.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Perfect Strike Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike'''&lt;br /&gt;
|&lt;br /&gt;
|When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike II'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Ignore shields when using Perfect Strike.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Strike'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When you hit with Perfect Strike, deal critical damage.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Shot'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When making a ranged or thrown attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Choose a weapon tag (one-handed, hand-and-a-half, or two-handed) and another tag (light, unwieldy, reach, or no secondary tag). Gain the Perfect Technique ability with melee weapons that have both of those tags.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Technique (1/Recoup)'''. When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. &lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique II'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|Choose a specific weapon that falls within the parameters you chose as part of Perfect Technique. (For example, if you chose one-handed light weapons, you could choose shortswords for this talent.) When making your Perfect Technique attack, call out a number between 1 and 20. If your die rolls within 2 of that number (for a total range of 5), you do not expend your use of Perfect Technique.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Technique'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|When you crit with Perfect Technique, inflict Bleeding 2.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scrap Fighter Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|Improvised weapons cost 1 fewer AP for you to use (min 2).&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Brawler'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|''Repeatable.'' Your damage with improvised weapons increases by one die size (e.g., from 1d4 to 1d6, max 1d12).&lt;br /&gt;
|''Combat, Scrap Fighter, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrabbling Frenzy'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|Gain the Scrabbling Frenzy ability. You can only use this ability when you are Bloodied.&lt;br /&gt;
&lt;br /&gt;
* '''Scrabbling Frenzy (2/Rest).''' The APC of improvised weapons is reduced by 1 (min 1) for the next 30 seconds. &lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawn Beats Brain'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|You may use any melee weapon as an improvised bludgeon.&lt;br /&gt;
If the weapon is bladed, you may also use it as an improvised small blade if it has the thrown or concealed tags, or as an improvised large blade if it does not.&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Two-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bristle'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bristle ability. You may only use this ability when wielding a two-handed weapon with a Reach of 10 ft or greater.&lt;br /&gt;
&lt;br /&gt;
* '''Bristle (1/Round).''' When a creature moves into reach of your weapon, you may attack it reactively by spending AP equal to the weapon’s normal APC.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rend (END/Rest).''' When you make an attack with a two-handed melee weapon using STR, or with a hand-and-a-half weapon wielded with two hands, add double your STR to the damage roll, instead of only adding your STR.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend III'''&lt;br /&gt;
|Rend II, STR 6&lt;br /&gt;
|Rend becomes END/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|Gain the Great Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Great Rend (2/Recoup).''' When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend II'''&lt;br /&gt;
|Great Rend, STR 8&lt;br /&gt;
|Great Rend becomes 2/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend III'''&lt;br /&gt;
|Great Rend II, STR 10&lt;br /&gt;
|You may use your Great Rend ability indefinitely.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon type: one-handed, two-handed, or hand- and-a-half. Choose a range: melee, ranged, thrown, or reach. Gain +1 to attack and damage rolls with weapons that have both of those qualities. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mastery'''&lt;br /&gt;
|Weapon Expertise&lt;br /&gt;
|Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have two-handed, ranged Weapon Expertise, you may choose a longbow). Gain +1 to attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Weapon Mastery'''&lt;br /&gt;
|Weapon Mastery&lt;br /&gt;
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by +1. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Command Stack ==&lt;br /&gt;
These talents will make you better at commanding a room or battlefield with your undeniable presence&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together'''&lt;br /&gt;
|&lt;br /&gt;
|Creatures suffer 1 TD on attacks against you and allies within 5 ft of you when you have at least one ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together II'''&lt;br /&gt;
|Better Together&lt;br /&gt;
|Creatures suffer 1 TD per ally within 5 ft of you (to a max of 3 TD) when attacking you or an ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Call in a Favor'''&lt;br /&gt;
|&lt;br /&gt;
|You always know whether you have positive or negative Goodwill in a given social facet.&lt;br /&gt;
Gain the Call in a Favor ability, which you may only use if you have positive Goodwill in the related social facet.&lt;br /&gt;
&lt;br /&gt;
* '''Call in a Favor.''' While in a populated area, you may choose to lose 1 Goodwill in a social facet of your choice. In return, you gain a small favor granted by an NPC affiliated with the related social facet. The exact nature of the favor is up to the MC, though suggestions are on the following list.&lt;br /&gt;
** Automatically succeed a CHA/Persuading check.&lt;br /&gt;
** Get a mundane item for free or at a tangible discount.&lt;br /&gt;
** Find a place to stay for the night, away from prying eyes and ears.&lt;br /&gt;
** Earn an audience with a prominent politician… though you may still have to wait a few days before they see you.&lt;br /&gt;
** Get exonerated for a misdemeanor.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Card Shark'''&lt;br /&gt;
|&lt;br /&gt;
|When gambling, gain +3 to Deceiving, Fortuity, Intuiting, and Sleight of Hand checks.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Charmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Charmer (2/Recoup).''' Make a CHA attack against the WILL of a creature within 30 ft of you that is not hostile towards you. On a hit, they are Charmed by you for 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
Gain +3 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Courtesan's Knife'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a the Courtesan’s Knife ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courtesan’s Knife.''' For 4 AP, make a CHA attack against the LOG of a creature within 60 ft. On a hit, the target creature loses 1 Goodwill unless you hit that creature with this attack in the past 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''On Your Feet'''&lt;br /&gt;
|&lt;br /&gt;
|You may spend 1 AP to pull an adjacent ally up from being Prone.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
You can convincingly cast your voice to sound as though it is coming from 10 ft away.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism II'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
Gain +20 ft to the range on Ventriloquism.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Voice Sculptor'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|You can alter your voice to sound exactly like any humanoid that you have heard speak for at least one minute.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense Stack ==&lt;br /&gt;
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Ain't No Grave'''&lt;br /&gt;
|&lt;br /&gt;
|When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gritty Recovery'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When you finish Recouping, roll a die on the following table as determined by your END. Regain HP equal to the result.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!END&lt;br /&gt;
!Die&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|3-5&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|9-11&lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1d12&lt;br /&gt;
|}&lt;br /&gt;
|''Defense''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Meat Pile&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x2). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Character Level 10&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x3). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Character Level 15&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). Additionally, each time you level up, gain +1 max HP. &lt;br /&gt;
You also suffer no negative effects from being Fatigued for the first day you are Fatigued (allowing you to remove Death Points normally). This ability resets when Fatigued is removed.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Hardy&lt;br /&gt;
|You suffer -2 to your AR, REF, and FORT.&lt;br /&gt;
Your HP die size becomes 1d20 and you must recalculate your max HP following this formula: 10+(Level)d20.&lt;br /&gt;
&lt;br /&gt;
However, your AR and physical defenses can never exceed 11.&lt;br /&gt;
&lt;br /&gt;
When you gain a level, you must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Lucky Placement, Impulse, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Can't Kill What You Can't Catch'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|When an attack that targets your REF misses you, you may move 5 ft.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Dodge'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you would take half damage from an attack that targets your REF, you instead take no damage.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Impulse&lt;br /&gt;
|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition II'''&lt;br /&gt;
|Intuition&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition III'''&lt;br /&gt;
|Intuition II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 AR, REF, and FORT while wearing light armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive&lt;br /&gt;
|You may use your LUCK in place of your DEX when calculating your REF, but your REF cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|Lucky Placement now allows your REF to go up to 18. &lt;br /&gt;
You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement II&lt;br /&gt;
|Lucky Placement now has no REF limit.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of light armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of medium armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of heavy armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of shield. Gain the shield’s Resist bonus when you have that type of shield equipped. When you level up, you may lose this talent to gain another Second Skin talent. &lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Impulse, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Tough&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Tough II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Unarmored Defense&lt;br /&gt;
|Gain the Unarmored Awareness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unarmored Awareness (1/Catch Breath).''' You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 when you are making an AWR check or when your ANT is being attacked. This bonus lasts until the beginning of your next turn.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|If you have no uses of Unarmored Awareness left, you may use Unarmored Awareness once per round for 2 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|Unarmored Awareness becomes 3/Catch Breath. Also, your Unarmored Awareness II benefit now only costs 1 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness IV'''&lt;br /&gt;
|Unarmored Awareness III, Level 15&lt;br /&gt;
|Your Unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Maneuvers Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 AR against ranged attacks.&lt;br /&gt;
Gain the Barrel Roll ability.&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Roll (1/Round).''' When a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll II'''&lt;br /&gt;
|Barrel Roll&lt;br /&gt;
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawler'''&lt;br /&gt;
|&lt;br /&gt;
|When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Human Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your AR and physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and physical defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Training'''&lt;br /&gt;
|&lt;br /&gt;
|You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.&lt;br /&gt;
Gain the Raise ability.&lt;br /&gt;
&lt;br /&gt;
* '''Raise.''' Spend 1 AP to raise your shield, gaining +3 to your AR and physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you have a buckler equipped, you may add 1 AP to a melee attack you are making. If that attack hits, the creature suffers 1 TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Strap'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free. You can now use a two-handed melee weapon with a buckler, and can use the two-handed benefits of a hand-and-a-half weapon.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Fighting'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You gain the Resist abilities of kite shields and heater shields.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training II'''&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|Gain +1 to your AR while wielding a kite or heater shield.&lt;br /&gt;
Gain the Practiced Block ability.&lt;br /&gt;
&lt;br /&gt;
* '''Practiced Block (1/Catch Breath).''' The first time you use your Raise ability after rolling Initiative, it costs 0 AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training III'''&lt;br /&gt;
|Medium Shield Training II&lt;br /&gt;
|While you have a kite or heater shield equipped, you gain +2 to your AR and physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training IV'''&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If an attack against your REF misses you while you have Raise active and are wielding a kite or heater shield, you take no damage if you would otherwise take half damage.&lt;br /&gt;
Practiced Block becomes 2/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training V'''&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Raise ability now grants +4 to your AR and physical defenses until the beginning of your next turn.&lt;br /&gt;
Practiced Block becomes 3/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Mastery'''&lt;br /&gt;
|Medium Shield Training V&lt;br /&gt;
|You may now extend the bonus of your Raise ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Siblings'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.&lt;br /&gt;
|''Defense, Shield, Synergy''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Wall'''&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Wall talent and you are both wielding tower shields, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* Whenever both shields are Raised and one of you moves 5 ft, the other may move 5 ft as well without expending AP.&lt;br /&gt;
* Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.&lt;br /&gt;
* Gain the Shield Shove ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Shove.''' When moving only 5 ft, you may attempt to move into a space that another creature occupies and make a special STR attack against their FORT, adding your Shield Siblings AR bonus to your attack roll. On a hit, that creature is pushed back 5 ft.&lt;br /&gt;
|''Defenses, Shield, Synergy''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Bash'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You no longer suffer -5 ft speed while wielding a tower shield and when you move 5 ft, the creature standing directly behind you can move with you without expending AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization II'''&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+2).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization III'''&lt;br /&gt;
|Tower Shield Specialization II&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+3) and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Partial Cover (+1).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Mastery'''&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft increases to Partial Cover (+2). You may now wield a tower shield with only one arm; however, when you make a melee attack, you only gain Partial Cover (+3) instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Stack ==&lt;br /&gt;
These talents offer you a small bonus in addition to giving you more Skill Points.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobat'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the acrobatics tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Expert'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill.&lt;br /&gt;
Each time you Take a Rest, you can craft a tonic or a vial of caustic flame. Either option loses its potency after 24 hours.&lt;br /&gt;
&lt;br /&gt;
* '''Tonic:''' When a creature drinks this tonic, it regains 1d4 HP.&lt;br /&gt;
* '''Flame Vial:''' A creature can throw this vial as an improvised thrown weapon. On a hit, the target creature gains Burning (1d4).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''A Little Bit Of Soul'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a check with a skill that has the crafting or knowledge tag, you may use your CHA instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Whisperer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Animal Whisperer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Animal Whisperer (1/Rest).''' For 3 AP, you may choose one creature with the beast tag within 20 ft of you. Make an Animal Handling check against the creature’s WILL. On a success, the creature is Charmed for 4 hours and it will not harm you, though it will not go out of its way to help you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Trainer'''&lt;br /&gt;
|Animal Whisperer&lt;br /&gt;
|If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcanist Understudy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Arcana.&lt;br /&gt;
You learn one arcane cantrip of your choice. Use your magic attribute. If you do not have one, use INT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Archaeologist'''&lt;br /&gt;
|&lt;br /&gt;
|Choose an environment: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. Alternatively, choose one nation that exists currently or has existed in the past.&lt;br /&gt;
&lt;br /&gt;
When you are in the environment or nation that you selected, gain a +3 bonus to Appraising, Art, Dungeoneering, Economics, Geography, History, and Investigating.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Artist Aspirant'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Entertainer (Artist) background&lt;br /&gt;
|Gain +3 Art.&lt;br /&gt;
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Artistic Apprentice'''&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain one rank of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astrologer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astrology.&lt;br /&gt;
Gain the Astrologer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astrologer (1/Rest).''' When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, you may replace one d20 roll with the number that you wrote down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astronomer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astronomy.&lt;br /&gt;
If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography or Navigating skills).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Athlete'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the athleticism tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Autopsy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Appraising, Investigating, and Medicine when making a skill check related to studying a corpse. This can exceed your +20 skill cap.&lt;br /&gt;
When you make such a check, if you exceed a DC of 20 and the corpse died as a result of a creature, then you gain +1 TA against creatures of the same type for the next 24 hours. If the corpse died as a result of disease, you gain +2 FORT against that disease for the next 24 hours.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Aware'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the AWR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Balanced'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Balancing.&lt;br /&gt;
When a creature attempts to knock you Prone, instead of using your defense against that particular effect, you may choose to roll a Balancing check instead. If you meet or exceed their attack roll, you do not fall Prone (but still suffer damage or other effects, provided that they hit your appropriate defense).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Biologist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Biology.&lt;br /&gt;
You can immediately identify if a creature has the beast tag or monstrosity tag, or if it has neither. This costs 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewing Expert'''&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''By Feel, Not Measure'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your AWR instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Calligrapher'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Calligraphy.&lt;br /&gt;
When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Appraiser'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Appraising.&lt;br /&gt;
When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Carpenter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Carpentry.&lt;br /&gt;
If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by +5. You cannot do this to an area larger than 20 ft x 20 ft.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cartographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cartography.&lt;br /&gt;
After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charismatic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the CHA tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chef'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cooking.&lt;br /&gt;
Your artistic sense of how to mingle flavors allows you to improve any food and drink. When a creature consumes food or drink that you have had at least ten minutes to modify, you Charm that creature  for 1 hour. At the end of this time, the creature is not aware that they were Charmed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chemist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Chemistry.&lt;br /&gt;
Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink. When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry check against that creature’s FORT. On a success, they become Sickened for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Climber'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Climber ability.&lt;br /&gt;
&lt;br /&gt;
* '''Climber (1/Rest).''' You gain a climb speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cobbling.&lt;br /&gt;
Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains +3 Forced March.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbling Mastery'''&lt;br /&gt;
|Cobbler&lt;br /&gt;
|You may now patch three pairs of shoes each time you Take a Rest.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Contortionist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Contorting.&lt;br /&gt;
Moving through spaces that would require you to squeeze costs no additional movement.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Coordinated Effort'''&lt;br /&gt;
|COR 2&lt;br /&gt;
|Gain the Coordinated Effort ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coordinated Effort (1/Round).''' When an ally makes a weapon attack against a hostile creature within 5 ft of you, you may spend Reactive AP to make a melee attack against that creature. The amount of Reactive AP that this costs you equals your weapon’s normal APC -1 (min 1).&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cryptidology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 to Animal Handling, Biology, History, Nature, and Tracking when making a skill check to recall information regarding beasts or monstrosities. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a beast or monstrosity within 60 ft of you. Make a History or Nature check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its max HP.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dancer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dancing.&lt;br /&gt;
Gain +1 REF.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deckhand'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [water].&lt;br /&gt;
You can book passage on a boat or ship for free, provided that you contribute to maintaining the vessel. A ship that is already overstaffed might still turn you down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, and Religion when making a skill check to recall information regarding fiends. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a fiend within 60 ft of you. Make an Arcana, History, or Religion check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its Resist and Immune stats.&lt;br /&gt;
* Its Vulnerable stats.&lt;br /&gt;
* Its DR and DT stats.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dextrous'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the DEX tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Disguise Artist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Disguising.&lt;br /&gt;
You no longer need a disguise kit to make an Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Display of Willpower'''&lt;br /&gt;
|CHA 2&lt;br /&gt;
|Gain the Display of Willpower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Display of Willpower (CHA/Rest).''' You may spend 1 AP to become Rallied until the start of your next turn. If you were already suffering from the Demoralized, Frightened, or Shaken conditions, they are suppressed until the start of your next turn.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Distance Runner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Distance Running.&lt;br /&gt;
You can run a number of miles equal to your END x2 (min 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Double Time'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forced March.&lt;br /&gt;
When marching at a normal pace, you can travel 150% the typical distance before needing to make Fatigue rolls.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Driver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [land].&lt;br /&gt;
You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore Difficult Terrain imposed from rocks, debris and the like.&lt;br /&gt;
&lt;br /&gt;
Difficult Terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dungeoneer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dungeoneering.&lt;br /&gt;
Gain +1 ANT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Eavesdropper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Eavesdropping.&lt;br /&gt;
Gain the Eavesdropper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Eavesdropper (1/Recoup).''' When you make an Eavesdropping check, you may roll 2d20 and take the higher.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Economist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Economics.&lt;br /&gt;
By spending 1 month in a town or urban area, you can gain +1 Goodwill among the aristocracy or mercantile spheres (your choice each time). You may sell your services as an economist for 10 sc weekly while in a settled area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Empathetic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
Gain the Empathetic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Empathetic (1/Rest).''' When you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. On a success, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Endless Endurance'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When making an END attribute check outside of combat, if you rolled below a 10, treat your die roll as a 10.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Enduring'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the END tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Engineer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Engineering.&lt;br /&gt;
You can consult on building repairs to earn 10 sc per week while in an urban area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer Aspirant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer'''&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain one rank in the Entertainer Profession. You must choose the Performer track instead of the Artist track.&lt;br /&gt;
This replaces your Entertainer Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Evading.&lt;br /&gt;
Gain the Evader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evader (2/Rest).''' When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Feat of Strength'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Feat of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* '''Feat of Strength (1/Recoup).''' When you make a STR attribute check, you may double your STR bonus.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Forager'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Foraging.&lt;br /&gt;
When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work.)&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forceful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Applied Force.&lt;br /&gt;
When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make a Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forging.&lt;br /&gt;
Gain the Forgery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Forgery (1/Rest).''' If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sc you spend, add +1 to your Forging check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Fortuitous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Fortuity.&lt;br /&gt;
When making a Fortuity check, your crit range increases by +3 (e.g., from 20 to 17-20). The max crit range is still 16-20.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gentried Title'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Calligraphy*, Cartography*, Painting*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Geographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Geography.&lt;br /&gt;
When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Glassblower'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Glass Blowing.&lt;br /&gt;
Gain the Glassblower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Glassblower (1/Week).''' You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make custom glassware on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go-Getter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Economics, History, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
&lt;br /&gt;
'''Subterfuge:''' Forging*, Sleight of Hand &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Gossiper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Gossiping.&lt;br /&gt;
Gain the Gossiper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gossiper (1/Rest).''' You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossiping check against a DC equal to 15 + that creature’s CHA. On a success, they lose 1 Goodwill. You can only target the same creature once a week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Historian'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 History.&lt;br /&gt;
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Influencer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intelligent'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the INT tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intimidating.&lt;br /&gt;
Gain the Intimidator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intimidator (1/Rest).''' Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. On a success, then you know exactly how to get under their skin. Roll 2d20 and take the higher when you make your Intimidating check. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuitive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intuiting.&lt;br /&gt;
Gain the Intuitive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intuitive (1/Recoup).''' Your intuition extends beyond living people to intellectual fields as well. When you would make an INT check, you can add your Intuiting bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Investigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Investigating.&lt;br /&gt;
Gain the Investigator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Investigator (1/Recoup).''' When making an Investigating check, you can add your LUCK/Fortuity on top of your Investigating.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jack Of All Trades'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Savoir Faire.&lt;br /&gt;
Gain the Jack of All Trades ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jack of All Trades (2/Rest).''' You can present yourself to another character as though you have 1 professional rank in any profession of your choice. This deception is nonmagical and lasts for 1 hour.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeweler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jeweler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jeweler (1/Rest).''' You can produce a work of semiprecious jewelry, provided that you have some form of mineral. Make a Jeweling check. You can sell your jewelry for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jewelry Expert'''&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jewelry Expert ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jewelry Expert (1/Month).''' You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling check. You can sell your jewelry for that many dc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Keen Anticipation'''&lt;br /&gt;
|AWR 2&lt;br /&gt;
|Gain the Keen Anticipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keen Anticipation (1/Rest).''' When you would be Completely Surprised, you are instead Partially Surprised.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledgeable'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lawyer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Law.&lt;br /&gt;
While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your Goodwill by +1 at the end of each month.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leadership.&lt;br /&gt;
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lean-To'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sheltering.&lt;br /&gt;
When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it +2 on END checks made to resist extreme weather.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leatherworker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leatherworking.&lt;br /&gt;
Gain the Leatherworker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Leatherworker (1/Week).''' You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lifelong Learner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 Skill Point in any skill. Each time you level up, gain +1 Skill Point in any skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lockpicker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Lockpicking.&lt;br /&gt;
Gain the Lockpicker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lockpicker (1/Rest).''' When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Logical Conclusion'''&lt;br /&gt;
|INT 2&lt;br /&gt;
|Gain the Logical Conclusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Logical Conclusion (INT/Rest).''' When you are Charmed or Frightened by a creature, you may spend 2 AP on your turn to make an INT attribute check vs the LOG of the creature that imposed the condition on you. On a hit, you remove the condition.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Luck of the Draw'''&lt;br /&gt;
|LUCK 2&lt;br /&gt;
|Whenever you spend a Luck Point, you may first call out “evens” or “odds” and roll a die. If you were correct, regain the Luck Point after spending it. If you were incorrect, instead you gain 1 Death Point.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the LUCK tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mason'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Masonry.&lt;br /&gt;
Gain the Mason ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mason (1/Week).''' You can produce a nice piece of stonework provided that you have some form of stone to work with. Make a Masonry check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Medicine.&lt;br /&gt;
Gain the Medic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Medic (1/Rest).''' When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Menace'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Menacing.&lt;br /&gt;
Gain the Menace ability.&lt;br /&gt;
&lt;br /&gt;
* '''Menace (1/Rest).''' When you menace someone, you may first display your strength to show that you mean business. Make a STR/Applied Force check against the creature’s WILL. On a success, you can roll 2d20 for your Menacing check, taking the higher. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Musician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Instrument [your choice].&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturalist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Naturalist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Naturalist (2/Week).''' If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Navigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Navigating.&lt;br /&gt;
So long as you can see a natural landmark, you cannot become lost, except by magical means.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Observant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the observation tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Officer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Military.&lt;br /&gt;
Gain the Officer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Officer (1/Week).''' You know how to speak with military officials. You can request an audience with any military officer who has professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Painter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Painting.&lt;br /&gt;
Gain the Painter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Painter (1/Week).''' You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Part-Time Student'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Investigating&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one]&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Forging*&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating*&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Perceptive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Perceiving.&lt;br /&gt;
Gain the Perceptive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perceiving (1/Rest).''' When you make a check with another skill that has the observation tag, you can add 1⁄2 your Perceiving as an additional bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Performer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the performance tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Persuasive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Persuading.&lt;br /&gt;
Gain the Persuasive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Persuasive (1/Rest).''' You can cast the [[Charm Creature]] primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Petty Criminal'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting, Tumbling&lt;br /&gt;
* '''Athleticism:''' Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Brewing*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Intimidating, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Dungeoneering, Sneaking &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Pickpocket'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sleight of Hand.&lt;br /&gt;
When you have an item with the light tag on your person, you can give it the concealed tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in your choice of the Alchemy or Brewing skill.&lt;br /&gt;
When you Take a Rest, you may make an Alchemy or Brewing check to brew a dose of poison. The poison deals 1d4 damage when ingested, and causes a condition based on your skill check. (see the following Poisoner table.)&lt;br /&gt;
&lt;br /&gt;
The poison spoils after 24 hours, becoming a foul-tasting but harmless liquid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|10 or less&lt;br /&gt;
|Shaken for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|Shaken for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|Sickened for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|Sickened for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|Sickened and Dazed for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|31+&lt;br /&gt;
|Sickened and Dazed for 1 hour&lt;br /&gt;
|}&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Politician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Politics of [choose region].&lt;br /&gt;
Gain the Politician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Politician (1/Week).''' You may leverage favors to secure a meeting with a noble or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Potter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Pottery.&lt;br /&gt;
Gain the Potter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Potter (1/Week).''' You can produce some pottery provided that you have some form of clay to work with. Make a Pottery check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Powerlifter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
You can carry +2 unwieldy items without being encumbered.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Practiced Warrior'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Athletics:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Influence:''' Intimidating, Leadership&lt;br /&gt;
* '''Knowledge:''' Geography, History, Medicine*, Military Vehicles* [land]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March, Menacing&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Navigating*, Sheltering&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Practice Makes Perfect'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your DEX instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Reflexive Dodge'''&lt;br /&gt;
|DEX 2&lt;br /&gt;
|Gain the Reflexive Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reflexive Dodge (DEX/Rest).''' When a creature hits your REF, you may spend 1 Reactive AP to make a DEX/Dancing check. Your REF becomes that number against that attack.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Religious'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Scavenger'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Scavenging.&lt;br /&gt;
Gain the Scavenger ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scavenger (1/Rest).''' When you fail a Scavenging check, you may instead treat it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Smith'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Smithing.&lt;br /&gt;
Gain the Smith ability.&lt;br /&gt;
&lt;br /&gt;
* '''Smith (1/Rest).''' You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon or armor are still available, you can completely restore a weapon or armor set.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sneak'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sneaking.&lt;br /&gt;
Gain the Sneak ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sneak (1/Rest).''' If you are hidden or Concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or Concealed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprinter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sprinting skill.&lt;br /&gt;
Gain the Sprinter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sprinter (1/Rest).''' Move up to your speed for 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the stamina tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Strong'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the STR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Subverter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the subterfuge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the survival tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Swimmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Swimmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Swimmer (1/Rest).''' Gain a swim speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tentative Believer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
* '''Stamina:''' Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating* &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tracking.&lt;br /&gt;
Gain the Tracker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Tracker (1/Rest).''' When you fail a Tracking check, you may count it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Traveler'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting&lt;br /&gt;
* '''Athleticism:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Knowledge:''' Astrology, Astronomy, Geography, Medicine*, Vehicles* [land]&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Instrument* [choose one]&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tumbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tumbling.&lt;br /&gt;
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Vampirology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, Investigating, Perceiving, Religion, and Savoir Faire when making a skill check to recall information regarding vampires or to pass yourself off as one. This can exceed your +20 skill cap.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Weaver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Weaving.&lt;br /&gt;
Gain the Weaver ability.&lt;br /&gt;
&lt;br /&gt;
* '''Weaver (1/Week).''' You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Whittler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Woodcarving.&lt;br /&gt;
Gain the Whittler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whittler (1/Week).''' You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Specialization Stacks ==&lt;br /&gt;
&lt;br /&gt;
=== Misc Stack ===&lt;br /&gt;
These talents offer a variety of miscellaneous bonuses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Companion'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Animal Handling and +2 Nature. &lt;br /&gt;
You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Heirloom'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting silver.&lt;br /&gt;
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to attack rolls with this weapon at levels 1, 10, 20, and 30.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hearty Antibodies'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist 4 against any one disease of your choice. Whenever you make a d20 roll to avoid becoming infected or avoid the effects of a disease, gain a +4 bonus.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Inheritance'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|Add +200 sc to your starting wealth.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Last Effort'''&lt;br /&gt;
|&lt;br /&gt;
|When you start your turn, gain +1 TA if you have any Death Points, and +2 TA if you have more than 3 Death Points.&lt;br /&gt;
When you gain enough Death Points to kill you, you may immediately take one more turn. Any attacks you make automatically hit, and your crit range is 16-20 for all these attacks during this turn.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Pilfer'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you gain sc as a result of looting bodies or finding treasure in an unpopulated area, increase the amount of sc you receive by 5%. Increase your total after dividing the total amount of sc among the party.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Aspect Talents ===&lt;br /&gt;
To gain access to Primal Aspects, you must take one or more talents in the [[Berzerker]], [[Oracle]], and/or [[Ranger]] classes or find another way to access to them, such as a magical boon from an Archfae.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect'''&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|''Repeatable.'' Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
|''Primal Aspect, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus'''&lt;br /&gt;
|At least 2 Primal Aspects&lt;br /&gt;
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in combat, and by spending 1 AP when you are in combat.&lt;br /&gt;
If you know more than two Aspects, you can choose which two are available to switch between upon Taking a Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus II'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|You can switch between any of your Primal Aspects, even if you know more than two, using your Aspect Focus.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus III'''&lt;br /&gt;
|Primal Aspect Focus II, Character Level 10&lt;br /&gt;
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus IV'''&lt;br /&gt;
|Primal Aspect Focus III, Character Level 15&lt;br /&gt;
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|Gain the Primal Aspect Transference ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Aspect Transference (1/Rest).''' Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
While an Aspect is transferred to an ally, it is unavailable for you to switch to.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference II'''&lt;br /&gt;
|Primal Aspect Transference&lt;br /&gt;
|Primal Aspect Transference becomes 3/Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primal Aspect Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Talent Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: A’rl’ng'''&lt;br /&gt;
|You may spend 1 AP to magically double all movement you take for this turn. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Heq'''&lt;br /&gt;
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Sekh'''&lt;br /&gt;
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Stoll'''&lt;br /&gt;
|Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Tamat'''&lt;br /&gt;
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. '''(1/Recoup)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Vele'''&lt;br /&gt;
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Woden'''&lt;br /&gt;
|Gain +6 to Vehicles* [water] and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fear Resistance Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody'''&lt;br /&gt;
|At least +1 with any Instrument&lt;br /&gt;
|When you attempt to Take a Rest, you can play a haunting melody to hold the worst effects of fear at bay. &lt;br /&gt;
Make a CHA/Instrument check. The DC is 10. If you succeed, you do not have to resolve your Fear before Taking a Rest.&lt;br /&gt;
&lt;br /&gt;
The DC increases by +2 for every consecutive day that you attempt to do this.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody II'''&lt;br /&gt;
|Haunting Melody&lt;br /&gt;
|When you use Haunting Melody, you may target a number of creatures equal to or less than your AWR.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody III'''&lt;br /&gt;
|Haunting Melody II&lt;br /&gt;
|When you use Haunting Melody, if you beat the target DC by more than 5, each affected creature removes 1 Fear.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Logic Prevails'''&lt;br /&gt;
|Incompatibilities: Mind Over Matter&lt;br /&gt;
|You may use INT to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind-Killer'''&lt;br /&gt;
|&lt;br /&gt;
|When your Fear is in excess of your Fear Threshold, you gain the Iron Will and Steel Mind traits.&lt;br /&gt;
'''Iron Will:''' You are Immune to being Frightened or Shaken.&lt;br /&gt;
&lt;br /&gt;
'''Steel Mind:''' You are Immune to being Charmed or Enthralled.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Incompatibilities: Logic Prevails&lt;br /&gt;
|You may use CHA to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Reassuring Presence'''&lt;br /&gt;
|&lt;br /&gt;
|When you use an ability that causes you to ignore the Frightened condition to instead cancel Fear, if the ability would allow you to extend the benefit to one or more allies normally, you may cancel the Fear they would gain from the same source.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid'''&lt;br /&gt;
|&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear 1 per Recoup.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid II'''&lt;br /&gt;
|Unafraid&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear as often as you could normally use those abilities.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable Psyche'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Fear Threshold increases by +2.&lt;br /&gt;
|''Fear Resistance, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster Hunter Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Concealed Weapon'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one weapon that you own that does not have the unwieldy tag. It gains the concealed tag. If you lose this weapon, you may choose a new weapon that you own after you Take a Rest.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|&lt;br /&gt;
|When you would take falling damage and would land within 5 ft of another creature, you may make a special melee attack against that creature for 1 AP or 1 Reactive AP. Make a STR or DEX attack targeting their ANT. You have +1 TA on this attack, or +3 TA if the creature is unaware of you.&lt;br /&gt;
On a hit, you only take 1⁄2 your falling damage, and the target creature takes the other half. If you make one or more additional attacks against that creature on the same turn, you retain your TA for those attacks as well.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Hair Trigger Instinct'''&lt;br /&gt;
|&lt;br /&gt;
|When you would be hit by a trap effect, you may make a DEX, AWR, or LUCK check against the trap’s attack roll or DC. If your roll equals or exceeds the trap’s, then you escape the trap unaffected. (2/Recoup)&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Water'''&lt;br /&gt;
|Divine 3&lt;br /&gt;
|By bestowing your holy energy into a contained amount of water not exceeding 1 gallon, you can create holy water.&lt;br /&gt;
The process of blessing this water takes 10 minutes and can be done during a Recoup. &lt;br /&gt;
&lt;br /&gt;
You can split the water into up to four separate containers. Any creature in possession of a container can douse themself or another creature as though administering a potion.&lt;br /&gt;
&lt;br /&gt;
A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleansing Holy Water'''&lt;br /&gt;
|Holy Water&lt;br /&gt;
|A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, a creature gains 1d4 Shield HP, unless it is a creature with the fiend or undead tag, in which case it takes 1d10 radiant damage.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Stake Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|When you Take a Rest, you may spend part of your time awake crafting stakes. These have the stats of dirks, daggers, or knives (your choice for each one), but they break on a crit fail or after they deal damage one time. You can craft a number of stakes equal to 1 + your INT.&lt;br /&gt;
If a stake crafted in this way hits a vampire, count it as a crit. This crit ignores DR.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14106</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14106"/>
		<updated>2025-12-13T18:56:36Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks or magic talents, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.&lt;br /&gt;
&lt;br /&gt;
== Combat Stack ==&lt;br /&gt;
These talents will help you in a variety of combat situations&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Adrenaline Rush'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain the Adrenaline Rush ability. Each time you take this talent again, increase the number of times you can use this ability by 1. You cannot use this ability again while it is already active.&lt;br /&gt;
&lt;br /&gt;
* '''Adrenaline Rush (1/Rest).''' Reduce the APC of your melee weapon attacks by 1 (min 2) for 1 minute.&lt;br /&gt;
|''Combat, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Arterial Precision'''&lt;br /&gt;
|&lt;br /&gt;
|When making a weapon attack, you may choose to suffer a -8 penalty to the attack roll. If you hit, the creature also suffers Bleeding 1d6.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&lt;br /&gt;
|&lt;br /&gt;
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. '''Hit:''' Knock the creature Prone if it is no more than two Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deliberative'''&lt;br /&gt;
|&lt;br /&gt;
|Suffer a -6 penalty to Initiative rolls. If you act last on the first round of combat, you gain +2 AP on your first turn of that combat.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the ability to Exploit.&lt;br /&gt;
&lt;br /&gt;
* '''Exploit.''' (X AP) When a creature within your melee weapon’s reach does one of the following actions, you may spend Reactive AP to make an attack against that creature immediately. The amount of Reactive AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.&lt;br /&gt;
You can Exploit when a creature: &lt;br /&gt;
&lt;br /&gt;
* Moves out of your melee weapon's reach&lt;br /&gt;
* Administers a potion (themselves or feeding it to another creature.)&lt;br /&gt;
* Makes a ranged attack while within your melee weapon's reach&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gutter Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|When you have 0 HP, you gain +1 AP at the start of each of your turns, you can use the Exploit maneuver, and your unarmed damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage while Gutter Fighter is active.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|Exploitative&lt;br /&gt;
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ready Up'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Ready Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ready Up (1/Round).''' You may spend the AP you would normally spend to make a weapon attack or use an ability, but choose not to complete the attack or ability. Instead, specify a triggering event, such as “A hostile creature moves within my line of sight” or “My ally moves within 5 ft of me.” Once the triggering event occurs before the start of your next turn, immediately complete the action that you spent AP to do.&lt;br /&gt;
&lt;br /&gt;
If you use this ability to prepare an expendable ability, and the triggering event does not occur before the start of your next turn, you still expend the use of that ability and its effects are wasted.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Trick Technique'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Sleight of Hand.&lt;br /&gt;
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your ranged weapon attack roll, such as those from Cover or TD, from your damage roll instead of your attack roll.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cool Under Pressure'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not suffer any TD.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Guarded Shot'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Point Blank Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by +1 (e.g., if you crit on a 20, now crit on a 19-20).&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|Gain the Power Shot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Power Shot.''' You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you make your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Critical Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Astounding Critical'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For The Knees'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Bull Rush&lt;br /&gt;
|If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked Prone and you may immediately make another attack against that creature without expending AP.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impale'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit with a two-handed melee weapon that deals sharp damage, make a secondary DEX attack against their FORT. On a hit, the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunistic Crit'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your reactive attack are still met.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Slow And Steady'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 damage on all damage rolls, but can no longer crit. This increases by +1 at levels 10, 20, and 30 to a max of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise, LUCK 2&lt;br /&gt;
|While you have 0 Luck Points, your crit range is increased by +1 with weapons if you have Weapon Expertise with those weapons.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dual Wielding Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Basic Dual Wield'''&lt;br /&gt;
|&lt;br /&gt;
|You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the light and one-handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your subsequent attacks as well provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|While you are using two weapons, you gain Resist Physical +2 against melee attacks.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker II'''&lt;br /&gt;
|Blade Blocker, Dual Wield IV&lt;br /&gt;
|Blade Blocker becomes Resist Physical +4.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the light tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield II'''&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the light tag (they must both still have the one-handed tag).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield III'''&lt;br /&gt;
|Dual Wield II, STR 2&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield IV'''&lt;br /&gt;
|Dual Wield III, STR 4&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== One-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Duelist'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lunge'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action. You gain +1 TA on the attack if you move in this way.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Perfect Strike Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike'''&lt;br /&gt;
|&lt;br /&gt;
|When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike II'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Ignore shields when using Perfect Strike.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Strike'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When you hit with Perfect Strike, deal critical damage.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Shot'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When making a ranged or thrown attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Choose a weapon tag (one-handed, hand-and-a-half, or two-handed) and another tag (light, unwieldy, reach, or no secondary tag). Gain the Perfect Technique ability with melee weapons that have both of those tags.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Technique (1/Recoup)'''. When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. &lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique II'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|Choose a specific weapon that falls within the parameters you chose as part of Perfect Technique. (For example, if you chose one-handed light weapons, you could choose shortswords for this talent.) When making your Perfect Technique attack, call out a number between 1 and 20. If your die rolls within 2 of that number (for a total range of 5), you do not expend your use of Perfect Technique.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Technique'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|When you crit with Perfect Technique, inflict Bleeding 2.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scrap Fighter Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|Improvised weapons cost 1 fewer AP for you to use (min 2).&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Brawler'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|''Repeatable.'' Your damage with improvised weapons increases by one die size (e.g., from 1d4 to 1d6, max 1d12).&lt;br /&gt;
|''Combat, Scrap Fighter, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrabbling Frenzy'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|Gain the Scrabbling Frenzy ability. You can only use this ability when you are Bloodied.&lt;br /&gt;
&lt;br /&gt;
* '''Scrabbling Frenzy (2/Rest).''' The APC of improvised weapons is reduced by 1 (min 1) for the next 30 seconds. &lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawn Beats Brain'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|You may use any melee weapon as an improvised bludgeon.&lt;br /&gt;
If the weapon is bladed, you may also use it as an improvised small blade if it has the thrown or concealed tags, or as an improvised large blade if it does not.&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Two-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bristle'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bristle ability. You may only use this ability when wielding a two-handed weapon with a Reach of 10 ft or greater.&lt;br /&gt;
&lt;br /&gt;
* '''Bristle (1/Round).''' When a creature moves into reach of your weapon, you may attack it reactively by spending AP equal to the weapon’s normal APC.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rend (END/Rest).''' When you make an attack with a two-handed melee weapon using STR, or with a hand-and-a-half weapon wielded with two hands, add double your STR to the damage roll, instead of only adding your STR.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend III'''&lt;br /&gt;
|Rend II, STR 6&lt;br /&gt;
|Rend becomes END/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|Gain the Great Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Great Rend (2/Recoup).''' When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend II'''&lt;br /&gt;
|Great Rend, STR 8&lt;br /&gt;
|Great Rend becomes 2/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend III'''&lt;br /&gt;
|Great Rend II, STR 10&lt;br /&gt;
|You may use your Great Rend ability indefinitely.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon type: one-handed, two-handed, or hand- and-a-half. Choose a range: melee, ranged, thrown, or reach. Gain +1 to attack and damage rolls with weapons that have both of those qualities. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mastery'''&lt;br /&gt;
|Weapon Expertise&lt;br /&gt;
|Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have two-handed, ranged Weapon Expertise, you may choose a longbow). Gain +1 to attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Weapon Mastery'''&lt;br /&gt;
|Weapon Mastery&lt;br /&gt;
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by +1. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Command Stack ==&lt;br /&gt;
These talents will make you better at commanding a room or battlefield with your undeniable presence&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together'''&lt;br /&gt;
|&lt;br /&gt;
|Creatures suffer 1 TD on attacks against you and allies within 5 ft of you when you have at least one ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together II'''&lt;br /&gt;
|Better Together&lt;br /&gt;
|Creatures suffer 1 TD per ally within 5 ft of you (to a max of 3 TD) when attacking you or an ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Call in a Favor'''&lt;br /&gt;
|&lt;br /&gt;
|You always know whether you have positive or negative Goodwill in a given social facet.&lt;br /&gt;
Gain the Call in a Favor ability, which you may only use if you have positive Goodwill in the related social facet.&lt;br /&gt;
&lt;br /&gt;
* '''Call in a Favor.''' While in a populated area, you may choose to lose 1 Goodwill in a social facet of your choice. In return, you gain a small favor granted by an NPC affiliated with the related social facet. The exact nature of the favor is up to the MC, though suggestions are on the following list.&lt;br /&gt;
** Automatically succeed a CHA/Persuading check.&lt;br /&gt;
** Get a mundane item for free or at a tangible discount.&lt;br /&gt;
** Find a place to stay for the night, away from prying eyes and ears.&lt;br /&gt;
** Earn an audience with a prominent politician… though you may still have to wait a few days before they see you.&lt;br /&gt;
** Get exonerated for a misdemeanor.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Card Shark'''&lt;br /&gt;
|&lt;br /&gt;
|When gambling, gain +3 to Deceiving, Fortuity, Intuiting, and Sleight of Hand checks.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Charmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Charmer (2/Recoup).''' Make a CHA attack against the WILL of a creature within 30 ft of you that is not hostile towards you. On a hit, they are Charmed by you for 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
Gain +3 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Courtesan's Knife'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a the Courtesan’s Knife ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courtesan’s Knife.''' For 4 AP, make a CHA attack against the LOG of a creature within 60 ft. On a hit, the target creature loses 1 Goodwill unless you hit that creature with this attack in the past 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''On Your Feet'''&lt;br /&gt;
|&lt;br /&gt;
|You may spend 1 AP to pull an adjacent ally up from being Prone.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
You can convincingly cast your voice to sound as though it is coming from 10 ft away.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism II'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
Gain +20 ft to the range on Ventriloquism.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Voice Sculptor'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|You can alter your voice to sound exactly like any humanoid that you have heard speak for at least one minute.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense Stack ==&lt;br /&gt;
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Ain't No Grave'''&lt;br /&gt;
|&lt;br /&gt;
|When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gritty Recovery'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When you finish Recouping, roll a die on the following table as determined by your END. Regain HP equal to the result.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!END&lt;br /&gt;
!Die&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|3-5&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|9-11&lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1d12&lt;br /&gt;
|}&lt;br /&gt;
|''Defense''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Meat Pile&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x2). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Level 10&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x3). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Level 15&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). Additionally, each time you level up, gain +1 max HP. &lt;br /&gt;
You also suffer no negative effects from being Fatigued for the first day you are Fatigued (allowing you to remove Death Points normally). This ability resets when Fatigued is removed.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Hardy&lt;br /&gt;
|You suffer -2 to your AR, REF, and FORT.&lt;br /&gt;
Your HP die size becomes 1d20 and you must recalculate your max HP following this formula: 10+(Level)d20.&lt;br /&gt;
&lt;br /&gt;
However, your AR and physical defenses can never exceed 11.&lt;br /&gt;
&lt;br /&gt;
When you gain a level, you must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Lucky Placement, Impulse, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Can't Kill What You Can't Catch'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|When an attack that targets your REF misses you, you may move 5 ft.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Dodge'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you would take half damage from an attack that targets your REF, you instead take no damage.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Impulse&lt;br /&gt;
|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition II'''&lt;br /&gt;
|Intuition&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition III'''&lt;br /&gt;
|Intuition II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 AR, REF, and FORT while wearing light armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive&lt;br /&gt;
|You may use your LUCK in place of your DEX when calculating your REF, but your REF cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|Lucky Placement now allows your REF to go up to 18. &lt;br /&gt;
You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement II&lt;br /&gt;
|Lucky Placement now has no REF limit.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of light armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of medium armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of heavy armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of shield. Gain the shield’s Resist bonus when you have that type of shield equipped. When you level up, you may lose this talent to gain another Second Skin talent. &lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Impulse, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Tough&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Tough II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Unarmored Defense&lt;br /&gt;
|Gain the Unarmored Awareness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unarmored Awareness (1/Catch Breath).''' You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 when you are making an AWR check or when your ANT is being attacked. This bonus lasts until the beginning of your next turn.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|If you have no uses of Unarmored Awareness left, you may use Unarmored Awareness once per round for 2 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|Unarmored Awareness becomes 3/Catch Breath. Also, your Unarmored Awareness II benefit now only costs 1 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness IV'''&lt;br /&gt;
|Unarmored Awareness III, Level 15&lt;br /&gt;
|Your Unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Maneuvers Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 AR against ranged attacks.&lt;br /&gt;
Gain the Barrel Roll ability.&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Roll (1/Round).''' When a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll II'''&lt;br /&gt;
|Barrel Roll&lt;br /&gt;
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawler'''&lt;br /&gt;
|&lt;br /&gt;
|When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Human Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your AR and physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and physical defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Training'''&lt;br /&gt;
|&lt;br /&gt;
|You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.&lt;br /&gt;
Gain the Raise ability.&lt;br /&gt;
&lt;br /&gt;
* '''Raise.''' Spend 1 AP to raise your shield, gaining +3 to your AR and physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you have a buckler equipped, you may add 1 AP to a melee attack you are making. If that attack hits, the creature suffers 1 TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Strap'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free. You can now use a two-handed melee weapon with a buckler, and can use the two-handed benefits of a hand-and-a-half weapon.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Fighting'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You gain the Resist abilities of kite shields and heater shields.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training II'''&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|Gain +1 to your AR while wielding a kite or heater shield.&lt;br /&gt;
Gain the Practiced Block ability.&lt;br /&gt;
&lt;br /&gt;
* '''Practiced Block (1/Catch Breath).''' The first time you use your Raise ability after rolling Initiative, it costs 0 AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training III'''&lt;br /&gt;
|Medium Shield Training II&lt;br /&gt;
|While you have a kite or heater shield equipped, you gain +2 to your AR and physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training IV'''&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If an attack against your REF misses you while you have Raise active and are wielding a kite or heater shield, you take no damage if you would otherwise take half damage.&lt;br /&gt;
Practiced Block becomes 2/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training V'''&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Raise ability now grants +4 to your AR and physical defenses until the beginning of your next turn.&lt;br /&gt;
Practiced Block becomes 3/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Mastery'''&lt;br /&gt;
|Medium Shield Training V&lt;br /&gt;
|You may now extend the bonus of your Raise ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Siblings'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.&lt;br /&gt;
|''Defense, Shield, Synergy''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Wall'''&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Wall talent and you are both wielding tower shields, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* Whenever both shields are Raised and one of you moves 5 ft, the other may move 5 ft as well without expending AP.&lt;br /&gt;
* Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.&lt;br /&gt;
* Gain the Shield Shove ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Shove.''' When moving only 5 ft, you may attempt to move into a space that another creature occupies and make a special STR attack against their FORT, adding your Shield Siblings AR bonus to your attack roll. On a hit, that creature is pushed back 5 ft.&lt;br /&gt;
|''Defenses, Shield, Synergy''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Bash'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You no longer suffer -5 ft speed while wielding a tower shield and when you move 5 ft, the creature standing directly behind you can move with you without expending AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization II'''&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+2).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization III'''&lt;br /&gt;
|Tower Shield Specialization II&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+3) and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Partial Cover (+1).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Mastery'''&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft increases to Partial Cover (+2). You may now wield a tower shield with only one arm; however, when you make a melee attack, you only gain Partial Cover (+3) instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Stack ==&lt;br /&gt;
These talents offer you a small bonus in addition to giving you more Skill Points.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobat'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the acrobatics tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Expert'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill.&lt;br /&gt;
Each time you Take a Rest, you can craft a tonic or a vial of caustic flame. Either option loses its potency after 24 hours.&lt;br /&gt;
&lt;br /&gt;
* '''Tonic:''' When a creature drinks this tonic, it regains 1d4 HP.&lt;br /&gt;
* '''Flame Vial:''' A creature can throw this vial as an improvised thrown weapon. On a hit, the target creature gains Burning (1d4).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''A Little Bit Of Soul'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a check with a skill that has the crafting or knowledge tag, you may use your CHA instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Whisperer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Animal Whisperer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Animal Whisperer (1/Rest).''' For 3 AP, you may choose one creature with the beast tag within 20 ft of you. Make an Animal Handling check against the creature’s WILL. On a success, the creature is Charmed for 4 hours and it will not harm you, though it will not go out of its way to help you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Trainer'''&lt;br /&gt;
|Animal Whisperer&lt;br /&gt;
|If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcanist Understudy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Arcana.&lt;br /&gt;
You learn one arcane cantrip of your choice. Use your magic attribute. If you do not have one, use INT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Archaeologist'''&lt;br /&gt;
|&lt;br /&gt;
|Choose an environment: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. Alternatively, choose one nation that exists currently or has existed in the past.&lt;br /&gt;
&lt;br /&gt;
When you are in the environment or nation that you selected, gain a +3 bonus to Appraising, Art, Dungeoneering, Economics, Geography, History, and Investigating.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Artist Aspirant'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Entertainer (Artist) background&lt;br /&gt;
|Gain +3 Art.&lt;br /&gt;
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Artistic Apprentice'''&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain one rank of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astrologer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astrology.&lt;br /&gt;
Gain the Astrologer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astrologer (1/Rest).''' When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, you may replace one d20 roll with the number that you wrote down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astronomer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astronomy.&lt;br /&gt;
If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography or Navigating skills).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Athlete'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the athleticism tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Autopsy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Appraising, Investigating, and Medicine when making a skill check related to studying a corpse. This can exceed your +20 skill cap.&lt;br /&gt;
When you make such a check, if you exceed a DC of 20 and the corpse died as a result of a creature, then you gain +1 TA against creatures of the same type for the next 24 hours. If the corpse died as a result of disease, you gain +2 FORT against that disease for the next 24 hours.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Aware'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the AWR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Balanced'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Balancing.&lt;br /&gt;
When a creature attempts to knock you Prone, instead of using your defense against that particular effect, you may choose to roll a Balancing check instead. If you meet or exceed their attack roll, you do not fall Prone (but still suffer damage or other effects, provided that they hit your appropriate defense).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Biologist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Biology.&lt;br /&gt;
You can immediately identify if a creature has the beast tag or monstrosity tag, or if it has neither. This costs 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewing Expert'''&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''By Feel, Not Measure'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your AWR instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Calligrapher'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Calligraphy.&lt;br /&gt;
When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Appraiser'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Appraising.&lt;br /&gt;
When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Carpenter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Carpentry.&lt;br /&gt;
If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by +5. You cannot do this to an area larger than 20 ft x 20 ft.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cartographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cartography.&lt;br /&gt;
After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charismatic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the CHA tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chef'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cooking.&lt;br /&gt;
Your artistic sense of how to mingle flavors allows you to improve any food and drink. When a creature consumes food or drink that you have had at least ten minutes to modify, you Charm that creature  for 1 hour. At the end of this time, the creature is not aware that they were Charmed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chemist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Chemistry.&lt;br /&gt;
Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink. When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry check against that creature’s FORT. On a success, they become Sickened for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Climber'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Climber ability.&lt;br /&gt;
&lt;br /&gt;
* '''Climber (1/Rest).''' You gain a climb speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cobbling.&lt;br /&gt;
Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains +3 Forced March.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbling Mastery'''&lt;br /&gt;
|Cobbler&lt;br /&gt;
|You may now patch three pairs of shoes each time you Take a Rest.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Contortionist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Contorting.&lt;br /&gt;
Moving through spaces that would require you to squeeze costs no additional movement.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Coordinated Effort'''&lt;br /&gt;
|COR 2&lt;br /&gt;
|Gain the Coordinated Effort ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coordinated Effort (1/Round).''' When an ally makes a weapon attack against a hostile creature within 5 ft of you, you may spend Reactive AP to make a melee attack against that creature. The amount of Reactive AP that this costs you equals your weapon’s normal APC -1 (min 1).&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cryptidology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 to Animal Handling, Biology, History, Nature, and Tracking when making a skill check to recall information regarding beasts or monstrosities. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a beast or monstrosity within 60 ft of you. Make a History or Nature check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its max HP.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dancer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dancing.&lt;br /&gt;
Gain +1 REF.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deckhand'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [water].&lt;br /&gt;
You can book passage on a boat or ship for free, provided that you contribute to maintaining the vessel. A ship that is already overstaffed might still turn you down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, and Religion when making a skill check to recall information regarding fiends. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a fiend within 60 ft of you. Make an Arcana, History, or Religion check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its Resist and Immune stats.&lt;br /&gt;
* Its Vulnerable stats.&lt;br /&gt;
* Its DR and DT stats.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dextrous'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the DEX tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Disguise Artist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Disguising.&lt;br /&gt;
You no longer need a disguise kit to make an Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Display of Willpower'''&lt;br /&gt;
|CHA 2&lt;br /&gt;
|Gain the Display of Willpower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Display of Willpower (CHA/Rest).''' You may spend 1 AP to become Rallied until the start of your next turn. If you were already suffering from the Demoralized, Frightened, or Shaken conditions, they are suppressed until the start of your next turn.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Distance Runner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Distance Running.&lt;br /&gt;
You can run a number of miles equal to your END x2 (min 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Double Time'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forced March.&lt;br /&gt;
When marching at a normal pace, you can travel 150% the typical distance before needing to make Fatigue rolls.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Driver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [land].&lt;br /&gt;
You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore Difficult Terrain imposed from rocks, debris and the like.&lt;br /&gt;
&lt;br /&gt;
Difficult Terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dungeoneer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dungeoneering.&lt;br /&gt;
Gain +1 ANT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Eavesdropper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Eavesdropping.&lt;br /&gt;
Gain the Eavesdropper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Eavesdropper (1/Recoup).''' When you make an Eavesdropping check, you may roll 2d20 and take the higher.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Economist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Economics.&lt;br /&gt;
By spending 1 month in a town or urban area, you can gain +1 Goodwill among the aristocracy or mercantile spheres (your choice each time). You may sell your services as an economist for 10 sc weekly while in a settled area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Empathetic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
Gain the Empathetic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Empathetic (1/Rest).''' When you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. On a success, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Endless Endurance'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When making an END attribute check outside of combat, if you rolled below a 10, treat your die roll as a 10.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Enduring'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the END tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Engineer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Engineering.&lt;br /&gt;
You can consult on building repairs to earn 10 sc per week while in an urban area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer Aspirant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer'''&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain one rank in the Entertainer Profession. You must choose the Performer track instead of the Artist track.&lt;br /&gt;
This replaces your Entertainer Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Evading.&lt;br /&gt;
Gain the Evader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evader (2/Rest).''' When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Feat of Strength'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Feat of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* '''Feat of Strength (1/Recoup).''' When you make a STR attribute check, you may double your STR bonus.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Forager'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Foraging.&lt;br /&gt;
When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work.)&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forceful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Applied Force.&lt;br /&gt;
When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make a Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forging.&lt;br /&gt;
Gain the Forgery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Forgery (1/Rest).''' If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sc you spend, add +1 to your Forging check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Fortuitous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Fortuity.&lt;br /&gt;
When making a Fortuity check, your crit range increases by +3 (e.g., from 20 to 17-20). The max crit range is still 16-20.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gentried Title'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Calligraphy*, Cartography*, Painting*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Geographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Geography.&lt;br /&gt;
When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Glassblower'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Glass Blowing.&lt;br /&gt;
Gain the Glassblower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Glassblower (1/Week).''' You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make custom glassware on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go-Getter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Economics, History, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
&lt;br /&gt;
'''Subterfuge:''' Forging*, Sleight of Hand &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Gossiper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Gossiping.&lt;br /&gt;
Gain the Gossiper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gossiper (1/Rest).''' You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossiping check against a DC equal to 15 + that creature’s CHA. On a success, they lose 1 Goodwill. You can only target the same creature once a week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Historian'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 History.&lt;br /&gt;
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Influencer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intelligent'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the INT tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intimidating.&lt;br /&gt;
Gain the Intimidator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intimidator (1/Rest).''' Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. On a success, then you know exactly how to get under their skin. Roll 2d20 and take the higher when you make your Intimidating check. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuitive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intuiting.&lt;br /&gt;
Gain the Intuitive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intuitive (1/Recoup).''' Your intuition extends beyond living people to intellectual fields as well. When you would make an INT check, you can add your Intuiting bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Investigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Investigating.&lt;br /&gt;
Gain the Investigator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Investigator (1/Recoup).''' When making an Investigating check, you can add your LUCK/Fortuity on top of your Investigating.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jack Of All Trades'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Savoir Faire.&lt;br /&gt;
Gain the Jack of All Trades ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jack of All Trades (2/Rest).''' You can present yourself to another character as though you have 1 professional rank in any profession of your choice. This deception is nonmagical and lasts for 1 hour.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeweler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jeweler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jeweler (1/Rest).''' You can produce a work of semiprecious jewelry, provided that you have some form of mineral. Make a Jeweling check. You can sell your jewelry for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jewelry Expert'''&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jewelry Expert ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jewelry Expert (1/Month).''' You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling check. You can sell your jewelry for that many dc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Keen Anticipation'''&lt;br /&gt;
|AWR 2&lt;br /&gt;
|Gain the Keen Anticipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keen Anticipation (1/Rest).''' When you would be Completely Surprised, you are instead Partially Surprised.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledgeable'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lawyer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Law.&lt;br /&gt;
While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your Goodwill by +1 at the end of each month.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leadership.&lt;br /&gt;
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lean-To'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sheltering.&lt;br /&gt;
When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it +2 on END checks made to resist extreme weather.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leatherworker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leatherworking.&lt;br /&gt;
Gain the Leatherworker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Leatherworker (1/Week).''' You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lifelong Learner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 Skill Point in any skill. Each time you level up, gain +1 Skill Point in any skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lockpicker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Lockpicking.&lt;br /&gt;
Gain the Lockpicker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lockpicker (1/Rest).''' When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Logical Conclusion'''&lt;br /&gt;
|INT 2&lt;br /&gt;
|Gain the Logical Conclusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Logical Conclusion (INT/Rest).''' When you are Charmed or Frightened by a creature, you may spend 2 AP on your turn to make an INT attribute check vs the LOG of the creature that imposed the condition on you. On a hit, you remove the condition.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Luck of the Draw'''&lt;br /&gt;
|LUCK 2&lt;br /&gt;
|Whenever you spend a Luck Point, you may first call out “evens” or “odds” and roll a die. If you were correct, regain the Luck Point after spending it. If you were incorrect, instead you gain 1 Death Point.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the LUCK tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mason'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Masonry.&lt;br /&gt;
Gain the Mason ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mason (1/Week).''' You can produce a nice piece of stonework provided that you have some form of stone to work with. Make a Masonry check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Medicine.&lt;br /&gt;
Gain the Medic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Medic (1/Rest).''' When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Menace'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Menacing.&lt;br /&gt;
Gain the Menace ability.&lt;br /&gt;
&lt;br /&gt;
* '''Menace (1/Rest).''' When you menace someone, you may first display your strength to show that you mean business. Make a STR/Applied Force check against the creature’s WILL. On a success, you can roll 2d20 for your Menacing check, taking the higher. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Musician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Instrument [your choice].&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturalist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Naturalist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Naturalist (2/Week).''' If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Navigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Navigating.&lt;br /&gt;
So long as you can see a natural landmark, you cannot become lost, except by magical means.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Observant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the observation tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Officer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Military.&lt;br /&gt;
Gain the Officer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Officer (1/Week).''' You know how to speak with military officials. You can request an audience with any military officer who has professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Painter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Painting.&lt;br /&gt;
Gain the Painter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Painter (1/Week).''' You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Part-Time Student'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Investigating&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one]&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Forging*&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating*&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Perceptive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Perceiving.&lt;br /&gt;
Gain the Perceptive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perceiving (1/Rest).''' When you make a check with another skill that has the observation tag, you can add 1⁄2 your Perceiving as an additional bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Performer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the performance tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Persuasive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Persuading.&lt;br /&gt;
Gain the Persuasive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Persuasive (1/Rest).''' You can cast the [[Charm Creature]] primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Petty Criminal'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting, Tumbling&lt;br /&gt;
* '''Athleticism:''' Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Brewing*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Intimidating, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Dungeoneering, Sneaking &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Pickpocket'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sleight of Hand.&lt;br /&gt;
When you have an item with the light tag on your person, you can give it the concealed tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in your choice of the Alchemy or Brewing skill.&lt;br /&gt;
When you Take a Rest, you may make an Alchemy or Brewing check to brew a dose of poison. The poison deals 1d4 damage when ingested, and causes a condition based on your skill check. (see the following Poisoner table.)&lt;br /&gt;
&lt;br /&gt;
The poison spoils after 24 hours, becoming a foul-tasting but harmless liquid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|10 or less&lt;br /&gt;
|Shaken for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|Shaken for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|Sickened for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|Sickened for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|Sickened and Dazed for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|31+&lt;br /&gt;
|Sickened and Dazed for 1 hour&lt;br /&gt;
|}&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Politician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Politics of [choose region].&lt;br /&gt;
Gain the Politician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Politician (1/Week).''' You may leverage favors to secure a meeting with a noble or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Potter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Pottery.&lt;br /&gt;
Gain the Potter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Potter (1/Week).''' You can produce some pottery provided that you have some form of clay to work with. Make a Pottery check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Powerlifter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
You can carry +2 unwieldy items without being encumbered.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Practiced Warrior'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Athletics:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Influence:''' Intimidating, Leadership&lt;br /&gt;
* '''Knowledge:''' Geography, History, Medicine*, Military Vehicles* [land]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March, Menacing&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Navigating*, Sheltering&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Practice Makes Perfect'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your DEX instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Reflexive Dodge'''&lt;br /&gt;
|DEX 2&lt;br /&gt;
|Gain the Reflexive Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reflexive Dodge (DEX/Rest).''' When a creature hits your REF, you may spend 1 Reactive AP to make a DEX/Dancing check. Your REF becomes that number against that attack.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Religious'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Scavenger'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Scavenging.&lt;br /&gt;
Gain the Scavenger ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scavenger (1/Rest).''' When you fail a Scavenging check, you may instead treat it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Smith'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Smithing.&lt;br /&gt;
Gain the Smith ability.&lt;br /&gt;
&lt;br /&gt;
* '''Smith (1/Rest).''' You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon or armor are still available, you can completely restore a weapon or armor set.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sneak'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sneaking.&lt;br /&gt;
Gain the Sneak ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sneak (1/Rest).''' If you are hidden or Concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or Concealed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprinter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sprinting skill.&lt;br /&gt;
Gain the Sprinter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sprinter (1/Rest).''' Move up to your speed for 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the stamina tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Strong'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the STR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Subverter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the subterfuge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the survival tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Swimmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Swimmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Swimmer (1/Rest).''' Gain a swim speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tentative Believer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
* '''Stamina:''' Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating* &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tracking.&lt;br /&gt;
Gain the Tracker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Tracker (1/Rest).''' When you fail a Tracking check, you may count it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Traveler'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting&lt;br /&gt;
* '''Athleticism:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Knowledge:''' Astrology, Astronomy, Geography, Medicine*, Vehicles* [land]&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Instrument* [choose one]&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tumbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tumbling.&lt;br /&gt;
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Vampirology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, Investigating, Perceiving, Religion, and Savoir Faire when making a skill check to recall information regarding vampires or to pass yourself off as one. This can exceed your +20 skill cap.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Weaver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Weaving.&lt;br /&gt;
Gain the Weaver ability.&lt;br /&gt;
&lt;br /&gt;
* '''Weaver (1/Week).''' You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Whittler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Woodcarving.&lt;br /&gt;
Gain the Whittler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whittler (1/Week).''' You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Specialization Stacks ==&lt;br /&gt;
&lt;br /&gt;
=== Misc Stack ===&lt;br /&gt;
These talents offer a variety of miscellaneous bonuses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Companion'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Animal Handling and +2 Nature. &lt;br /&gt;
You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Heirloom'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting silver.&lt;br /&gt;
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to attack rolls with this weapon at levels 1, 10, 20, and 30.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hearty Antibodies'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist 4 against any one disease of your choice. Whenever you make a d20 roll to avoid becoming infected or avoid the effects of a disease, gain a +4 bonus.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Inheritance'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|Add +200 sc to your starting wealth.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Last Effort'''&lt;br /&gt;
|&lt;br /&gt;
|When you start your turn, gain +1 TA if you have any Death Points, and +2 TA if you have more than 3 Death Points.&lt;br /&gt;
When you gain enough Death Points to kill you, you may immediately take one more turn. Any attacks you make automatically hit, and your crit range is 16-20 for all these attacks during this turn.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Pilfer'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you gain sc as a result of looting bodies or finding treasure in an unpopulated area, increase the amount of sc you receive by 5%. Increase your total after dividing the total amount of sc among the party.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Aspect Talents ===&lt;br /&gt;
To gain access to Primal Aspects, you must take one or more talents in the [[Berzerker]], [[Oracle]], and/or [[Ranger]] classes or find another way to access to them, such as a magical boon from an Archfae.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect'''&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|''Repeatable.'' Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
|''Primal Aspect, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus'''&lt;br /&gt;
|At least 2 Primal Aspects&lt;br /&gt;
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in combat, and by spending 1 AP when you are in combat.&lt;br /&gt;
If you know more than two Aspects, you can choose which two are available to switch between upon Taking a Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus II'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|You can switch between any of your Primal Aspects, even if you know more than two, using your Aspect Focus.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus III'''&lt;br /&gt;
|Primal Aspect Focus II, Character Level 10&lt;br /&gt;
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus IV'''&lt;br /&gt;
|Primal Aspect Focus III, Character Level 15&lt;br /&gt;
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|Gain the Primal Aspect Transference ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Aspect Transference (1/Rest).''' Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
While an Aspect is transferred to an ally, it is unavailable for you to switch to.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference II'''&lt;br /&gt;
|Primal Aspect Transference&lt;br /&gt;
|Primal Aspect Transference becomes 3/Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primal Aspect Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Talent Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: A’rl’ng'''&lt;br /&gt;
|You may spend 1 AP to magically double all movement you take for this turn. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Heq'''&lt;br /&gt;
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Sekh'''&lt;br /&gt;
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Stoll'''&lt;br /&gt;
|Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Tamat'''&lt;br /&gt;
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. '''(1/Recoup)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Vele'''&lt;br /&gt;
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Woden'''&lt;br /&gt;
|Gain +6 to Vehicles* [water] and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fear Resistance Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody'''&lt;br /&gt;
|At least +1 with any Instrument&lt;br /&gt;
|When you attempt to Take a Rest, you can play a haunting melody to hold the worst effects of fear at bay. &lt;br /&gt;
Make a CHA/Instrument check. The DC is 10. If you succeed, you do not have to resolve your Fear before Taking a Rest.&lt;br /&gt;
&lt;br /&gt;
The DC increases by +2 for every consecutive day that you attempt to do this.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody II'''&lt;br /&gt;
|Haunting Melody&lt;br /&gt;
|When you use Haunting Melody, you may target a number of creatures equal to or less than your AWR.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody III'''&lt;br /&gt;
|Haunting Melody II&lt;br /&gt;
|When you use Haunting Melody, if you beat the target DC by more than 5, each affected creature removes 1 Fear.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Logic Prevails'''&lt;br /&gt;
|Incompatibilities: Mind Over Matter&lt;br /&gt;
|You may use INT to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind-Killer'''&lt;br /&gt;
|&lt;br /&gt;
|When your Fear is in excess of your Fear Threshold, you gain the Iron Will and Steel Mind traits.&lt;br /&gt;
'''Iron Will:''' You are Immune to being Frightened or Shaken.&lt;br /&gt;
&lt;br /&gt;
'''Steel Mind:''' You are Immune to being Charmed or Enthralled.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Incompatibilities: Logic Prevails&lt;br /&gt;
|You may use CHA to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Reassuring Presence'''&lt;br /&gt;
|&lt;br /&gt;
|When you use an ability that causes you to ignore the Frightened condition to instead cancel Fear, if the ability would allow you to extend the benefit to one or more allies normally, you may cancel the Fear they would gain from the same source.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid'''&lt;br /&gt;
|&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear 1 per Recoup.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid II'''&lt;br /&gt;
|Unafraid&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear as often as you could normally use those abilities.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable Psyche'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Fear Threshold increases by +2.&lt;br /&gt;
|''Fear Resistance, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster Hunter Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Concealed Weapon'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one weapon that you own that does not have the unwieldy tag. It gains the concealed tag. If you lose this weapon, you may choose a new weapon that you own after you Take a Rest.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|&lt;br /&gt;
|When you would take falling damage and would land within 5 ft of another creature, you may make a special melee attack against that creature for 1 AP or 1 Reactive AP. Make a STR or DEX attack targeting their ANT. You have +1 TA on this attack, or +3 TA if the creature is unaware of you.&lt;br /&gt;
On a hit, you only take 1⁄2 your falling damage, and the target creature takes the other half. If you make one or more additional attacks against that creature on the same turn, you retain your TA for those attacks as well.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Hair Trigger Instinct'''&lt;br /&gt;
|&lt;br /&gt;
|When you would be hit by a trap effect, you may make a DEX, AWR, or LUCK check against the trap’s attack roll or DC. If your roll equals or exceeds the trap’s, then you escape the trap unaffected. (2/Recoup)&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Water'''&lt;br /&gt;
|Divine 3&lt;br /&gt;
|By bestowing your holy energy into a contained amount of water not exceeding 1 gallon, you can create holy water.&lt;br /&gt;
The process of blessing this water takes 10 minutes and can be done during a Recoup. &lt;br /&gt;
&lt;br /&gt;
You can split the water into up to four separate containers. Any creature in possession of a container can douse themself or another creature as though administering a potion.&lt;br /&gt;
&lt;br /&gt;
A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleansing Holy Water'''&lt;br /&gt;
|Holy Water&lt;br /&gt;
|A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, a creature gains 1d4 Shield HP, unless it is a creature with the fiend or undead tag, in which case it takes 1d10 radiant damage.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Stake Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|When you Take a Rest, you may spend part of your time awake crafting stakes. These have the stats of dirks, daggers, or knives (your choice for each one), but they break on a crit fail or after they deal damage one time. You can craft a number of stakes equal to 1 + your INT.&lt;br /&gt;
If a stake crafted in this way hits a vampire, count it as a crit. This crit ignores DR.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14105</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=14105"/>
		<updated>2025-12-13T18:16:36Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Each time you level up, you may gain a talent. If you choose not to gain a talent from one of the class stacks or magic talents, you can gain one of these talents, provided you meet its prerequisites. Talents are listed sequentially, or alphabetically when there is no sequence.&lt;br /&gt;
&lt;br /&gt;
== Combat Stack ==&lt;br /&gt;
These talents will help you in a variety of combat situations&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Adrenaline Rush'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain the Adrenaline Rush ability. Each time you take this talent again, increase the number of times you can use this ability by 1. You cannot use this ability again while it is already active.&lt;br /&gt;
&lt;br /&gt;
* '''Adrenaline Rush (1/Rest).''' Reduce the APC of your melee weapon attacks by 1 (min 2) for 1 minute.&lt;br /&gt;
|''Combat, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Arterial Precision'''&lt;br /&gt;
|&lt;br /&gt;
|When making a weapon attack, you may choose to suffer a -8 penalty to the attack roll. If you hit, the creature also suffers Bleeding 1d6.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&lt;br /&gt;
|&lt;br /&gt;
|If you move 10 ft or more on your turn in a straight line and then hit a creature with a melee attack, you may make a secondary attack: +STR vs FORT. '''Hit:''' Knock the creature Prone if it is no more than two Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deliberative'''&lt;br /&gt;
|&lt;br /&gt;
|Suffer a -6 penalty to Initiative rolls. If you act last on the first round of combat, you gain +2 AP on your first turn of that combat.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the ability to Exploit.&lt;br /&gt;
&lt;br /&gt;
* '''Exploit.''' (X AP) When a creature within your melee weapon’s reach does one of the following actions, you may spend Reactive AP to make an attack against that creature immediately. The amount of Reactive AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.&lt;br /&gt;
You can Exploit when a creature: &lt;br /&gt;
&lt;br /&gt;
* Moves out of your melee weapon's reach&lt;br /&gt;
* Administers a potion (themselves or feeding it to another creature.)&lt;br /&gt;
* Makes a ranged attack while within your melee weapon's reach&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 TA against creatures that are one or more Sizes larger than you and are at least Large.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gutter Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|When you have 0 HP, you gain +1 AP at the start of each of your turns, you can use the Exploit maneuver, and your unarmed damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage while Gutter Fighter is active.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|Exploitative&lt;br /&gt;
|You gain +2 to hit on basic and advanced maneuvers that require attack rolls.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ready Up'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Ready Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ready Up (1/Round).''' You may spend the AP you would normally spend to make a weapon attack or use an ability, but choose not to complete the attack or ability. Instead, specify a triggering event, such as “A hostile creature moves within my line of sight” or “My ally moves within 5 ft of me.” Once the triggering event occurs before the start of your next turn, immediately complete the action that you spent AP to do.&lt;br /&gt;
&lt;br /&gt;
If you use this ability to prepare an expendable ability, and the triggering event does not occur before the start of your next turn, you still expend the use of that ability and its effects are wasted.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Trick Technique'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Sleight of Hand.&lt;br /&gt;
You can use AWR when calculating your attack and damage bonus for any melee or thrown weapon that normally uses DEX.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your ranged weapon attack roll, such as those from Cover or TD, from your damage roll instead of your attack roll.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cool Under Pressure'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not suffer any TD.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Guarded Shot'''&lt;br /&gt;
|&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of a hostile creature, you do not provoke reactive attacks.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Point Blank Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|When you make a ranged weapon attack and are within 5 ft of your target, your crit range increases by +1 (e.g., if you crit on a 20, now crit on a 19-20).&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|Gain the Power Shot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Power Shot.''' You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you make your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Critical Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Astounding Critical'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together. Your range for critical failure doubles (from a 1 to a 2, or a 2 to a 4) and critically failing an attack immediately ends your turn regardless of how much AP you have remaining.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For The Knees'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit against a creature with a weapon attack, it is Slowed until the end of its next turn.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Bull Rush&lt;br /&gt;
|If you crit with the attack made as a part of your Bull Rush, your target is automatically knocked Prone and you may immediately make another attack against that creature without expending AP.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impale'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit with a two-handed melee weapon that deals sharp damage, make a secondary DEX attack against their FORT. On a hit, the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunistic Crit'''&lt;br /&gt;
|&lt;br /&gt;
|If you crit using Reactive AP, you retain up to 3 of those Reactive AP, and may attack again if you have enough AP to do so and conditions that triggered your reactive attack are still met.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Slow And Steady'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 damage on all damage rolls, but can no longer crit. This increases by +1 at levels 10, 20, and 30 to a max of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise, LUCK 2&lt;br /&gt;
|While you have 0 Luck Points, your crit range is increased by +1 with weapons if you have Weapon Expertise with those weapons.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dual Wielding Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Basic Dual Wield'''&lt;br /&gt;
|&lt;br /&gt;
|You can effectively use two light weapons at once. When you make a melee attack with a light weapon and you are holding a light weapon in your other hand, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can only reduce the APC of your attack in this manner once per turn.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|When you make a melee attack with a weapon and you are holding a weapon in your other hand, and both weapons have the light and one-handed tags, you can make a melee attack with the second weapon, using 1 fewer AP than you normally would (min 1). You can reduce the APC of your subsequent attacks as well provided that you alternate weapon attacks each time. (Each time you make an attack for the normal amount of AP, you can make one attack for 1 fewer AP).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|While you are using two weapons, you gain Resist Physical +2 against melee attacks.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Blocker II'''&lt;br /&gt;
|Blade Blocker, Dual Wield IV&lt;br /&gt;
|Blade Blocker becomes Resist Physical +4.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield'''&lt;br /&gt;
|Basic Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if only one of your weapons has the light tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield II'''&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if neither of your weapons have the light tag (they must both still have the one-handed tag).&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield III'''&lt;br /&gt;
|Dual Wield II, STR 2&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if one of your weapons has the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dual Wield IV'''&lt;br /&gt;
|Dual Wield III, STR 4&lt;br /&gt;
|You can reduce the APC of attacks using your Dual Wield even if both of your weapons have the hand-and-a-half tag.&lt;br /&gt;
|''Combat, Two-Weapon Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== One-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Duelist'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, add +1 to the attack and damage rolls you make with that weapon.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lunge'''&lt;br /&gt;
|&lt;br /&gt;
|When you are using a one-handed weapon and not holding any other weapons, when you spend AP to make an attack with that weapon, you may first move 5 ft as part of the same action. You gain +1 TA on the attack if you move in this way.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Perfect Strike Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike'''&lt;br /&gt;
|&lt;br /&gt;
|When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Strike II'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Ignore shields when using Perfect Strike.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Strike'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When you hit with Perfect Strike, deal critical damage.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Shot'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|When making a ranged or thrown attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. (2/Rest)&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique'''&lt;br /&gt;
|Perfect Strike&lt;br /&gt;
|Choose a weapon tag (one-handed, hand-and-a-half, or two-handed) and another tag (light, unwieldy, reach, or no secondary tag). Gain the Perfect Technique ability with melee weapons that have both of those tags.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Technique (1/Recoup)'''. When making a melee attack, you may target a creature’s actual AR, ignoring any substitutes they can usually make. &lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Technique II'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|Choose a specific weapon that falls within the parameters you chose as part of Perfect Technique. (For example, if you chose one-handed light weapons, you could choose shortswords for this talent.) When making your Perfect Technique attack, call out a number between 1 and 20. If your die rolls within 2 of that number (for a total range of 5), you do not expend your use of Perfect Technique.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Critical Technique'''&lt;br /&gt;
|Perfect Technique&lt;br /&gt;
|When you crit with Perfect Technique, inflict Bleeding 2.&lt;br /&gt;
|''Combat, Perfect Strike''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scrap Fighter Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Fighter'''&lt;br /&gt;
|&lt;br /&gt;
|Improvised weapons cost 1 fewer AP for you to use (min 2).&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrap Brawler'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|''Repeatable.'' Your damage with improvised weapons increases by one die size (e.g., from 1d4 to 1d6, max 1d12).&lt;br /&gt;
|''Combat, Scrap Fighter, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrabbling Frenzy'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|Gain the Scrabbling Frenzy ability. You can only use this ability when you are Bloodied.&lt;br /&gt;
&lt;br /&gt;
* '''Scrabbling Frenzy (2/Rest).''' The APC of improvised weapons is reduced by 1 (min 1) for the next 30 seconds. &lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawn Beats Brain'''&lt;br /&gt;
|Scrap Fighter&lt;br /&gt;
|You may use any melee weapon as an improvised bludgeon.&lt;br /&gt;
If the weapon is bladed, you may also use it as an improvised small blade if it has the thrown or concealed tags, or as an improvised large blade if it does not.&lt;br /&gt;
|''Combat, Scrap Fighter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Two-Handed Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bristle'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bristle ability. You may only use this ability when wielding a two-handed weapon with a Reach of 10 ft or greater.&lt;br /&gt;
&lt;br /&gt;
* '''Bristle (1/Round).''' When a creature moves into reach of your weapon, you may attack it reactively by spending AP equal to the weapon’s normal APC.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rend (END/Rest).''' When you make an attack with a two-handed melee weapon using STR, or with a hand-and-a-half weapon wielded with two hands, add double your STR to the damage roll, instead of only adding your STR.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend III'''&lt;br /&gt;
|Rend II, STR 6&lt;br /&gt;
|Rend becomes END/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|Gain the Great Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Great Rend (2/Recoup).''' When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend II'''&lt;br /&gt;
|Great Rend I, STR 8&lt;br /&gt;
|Great Rend becomes 2/Catch Breath.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Rend III'''&lt;br /&gt;
|Great Rend II, STR 10&lt;br /&gt;
|You may use your Great Rend ability indefinitely.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon type: one-handed, two-handed, or hand- and-a-half. Choose a range: melee, ranged, thrown, or reach. Gain +1 to attack and damage rolls with weapons that have both of those qualities. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mastery'''&lt;br /&gt;
|Weapon Expertise&lt;br /&gt;
|Choose a specific weapon with a type for which you have Weapon Expertise (e.g., if you have two-handed, ranged Weapon Expertise, you may choose a longbow). Gain +1 to attack and damage rolls with that type of weapon. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Weapon Mastery'''&lt;br /&gt;
|Weapon Mastery&lt;br /&gt;
|Choose a weapon for which you have Weapon Mastery. Increase its crit range by +1. Weapons may only benefit once from this talent.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Command Stack ==&lt;br /&gt;
These talents will make you better at commanding a room or battlefield with your undeniable presence&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together'''&lt;br /&gt;
|&lt;br /&gt;
|Creatures suffer 1 TD on attacks against you and allies within 5 ft of you when you have at least one ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Together II'''&lt;br /&gt;
|Better Together&lt;br /&gt;
|Creatures suffer 1 TD per ally within 5 ft of you (to a max of 3 TD) when attacking you or an ally within 5 ft of you.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Call in a Favor'''&lt;br /&gt;
|&lt;br /&gt;
|You always know whether you have positive or negative Goodwill in a given social facet.&lt;br /&gt;
Gain the Call in a Favor ability, which you may only use if you have positive Goodwill in the related social facet.&lt;br /&gt;
&lt;br /&gt;
* '''Call in a Favor.''' While in a populated area, you may choose to lose 1 Goodwill in a social facet of your choice. In return, you gain a small favor granted by an NPC affiliated with the related social facet. The exact nature of the favor is up to the MC, though suggestions are on the following list.&lt;br /&gt;
** Automatically succeed a CHA/Persuading check.&lt;br /&gt;
** Get a mundane item for free or at a tangible discount.&lt;br /&gt;
** Find a place to stay for the night, away from prying eyes and ears.&lt;br /&gt;
** Earn an audience with a prominent politician… though you may still have to wait a few days before they see you.&lt;br /&gt;
** Get exonerated for a misdemeanor.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Card Shark'''&lt;br /&gt;
|&lt;br /&gt;
|When gambling, gain +3 to Deceiving, Fortuity, Intuiting, and Sleight of Hand checks.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Charmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Charmer (2/Recoup).''' Make a CHA attack against the WILL of a creature within 30 ft of you that is not hostile towards you. On a hit, they are Charmed by you for 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
Gain +3 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Courtesan's Knife'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a the Courtesan’s Knife ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courtesan’s Knife.''' For 4 AP, make a CHA attack against the LOG of a creature within 60 ft. On a hit, the target creature loses 1 Goodwill unless you hit that creature with this attack in the past 10 minutes.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''On Your Feet'''&lt;br /&gt;
|&lt;br /&gt;
|You may spend 1 AP to pull an adjacent ally up from being Prone.&lt;br /&gt;
|''Command, Combat''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
You can convincingly cast your voice to sound as though it is coming from 10 ft away.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Ventriloquism II'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|Gain +2 in any one skill with the influence or performance tag.&lt;br /&gt;
Gain +20 ft to the range on Ventriloquism.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Voice Sculptor'''&lt;br /&gt;
|Ventriloquism&lt;br /&gt;
|You can alter your voice to sound exactly like any humanoid that you have heard speak for at least one minute.&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense Stack ==&lt;br /&gt;
Through armor or tactics, these talents will improve your capacity to avoid or mitigate damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Ain't No Grave'''&lt;br /&gt;
|&lt;br /&gt;
|When you would gain a Death Point at the end of your turn, you can instead expend an available Luck Point to remove a Death Point. If this would cause you to reach 0 Death Points, you regain 1 HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gritty Recovery'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When you finish Recouping, roll a die on the following table as determined by your END. Regain HP equal to the result.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!END&lt;br /&gt;
!Die&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|3-5&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|9-11&lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|1d12&lt;br /&gt;
|}&lt;br /&gt;
|''Defense''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Meat Pile&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x2). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Level 10&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x3). Additionally, each time you level up, gain +1 max HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Level 15&lt;br /&gt;
|You gain additional max HP equal to your character level. You may recalculate your max HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). Additionally, each time you level up, gain +1 max HP. &lt;br /&gt;
You also suffer no negative effects from being Fatigued for the first day you are Fatigued (allowing you to remove Death Points normally). This ability resets when Fatigued is removed.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Hardy&lt;br /&gt;
|You suffer -2 to your AR, REF, and FORT.&lt;br /&gt;
Your HP die size becomes 1d20 and you must recalculate your max HP following this formula: 10+(Level)d20.&lt;br /&gt;
&lt;br /&gt;
However, your AR and physical defenses can never exceed 11.&lt;br /&gt;
&lt;br /&gt;
When you gain a level, you must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Lucky Placement, Impulse, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Can't Kill What You Can't Catch'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|When an attack that targets your REF misses you, you may move 5 ft.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Perfect Dodge'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|If you would take half damage from an attack that targets your REF, you instead take no damage.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Impulse&lt;br /&gt;
|You may use your LOG in place of AR, though your AR cannot exceed 14 when you do so.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition II'''&lt;br /&gt;
|Intuition&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuition III'''&lt;br /&gt;
|Intuition II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Tough, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your ANT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Armor Trainee'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +1 AR, REF, and FORT while wearing light armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive&lt;br /&gt;
|You may use your LUCK in place of your DEX when calculating your REF, but your REF cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|Lucky Placement now allows your REF to go up to 18. &lt;br /&gt;
You may use Luck Points to force an attacker to reroll their attack if they are targeting your REF and not targeting other creatures.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement II&lt;br /&gt;
|Lucky Placement now has no REF limit.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of light armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of medium armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of heavy armor. Gain the armor’s Resist bonus when wearing that type of armor. When you level up, you may lose this talent to gain another Second Skin talent.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose one type of shield. Gain the shield’s Resist bonus when you have that type of shield equipped. When you level up, you may lose this talent to gain another Second Skin talent. &lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evasive, Impulse, Intuition&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 14).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Tough&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT (max 18).&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Tough II&lt;br /&gt;
|If you are not wearing armor and an attack targets your AR, you may have it target your FORT.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Unarmored Defense&lt;br /&gt;
|Gain the Unarmored Awareness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unarmored Awareness (1/Catch Breath).''' You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 when you are making an AWR check or when your ANT is being attacked. This bonus lasts until the beginning of your next turn.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|If you have no uses of Unarmored Awareness left, you may use Unarmored Awareness once per round for 2 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|Unarmored Awareness becomes 3/Catch Breath. Also, your Unarmored Awareness II benefit now only costs 1 Reactive AP.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness IV'''&lt;br /&gt;
|Unarmored Awareness III, Level 15&lt;br /&gt;
|Your Unarmored Awareness increases to +10 AWR, and you can no longer roll below a 10 on skill checks to discern tactical information in the heat of battle.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Maneuvers Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 AR against ranged attacks.&lt;br /&gt;
Gain the Barrel Roll ability.&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Roll (1/Round).''' When a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll II'''&lt;br /&gt;
|Barrel Roll&lt;br /&gt;
|You may use Barrel Roll multiple times per round, but every barrel roll after the first takes 1 Reactive AP.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawler'''&lt;br /&gt;
|&lt;br /&gt;
|When two or more hostile creatures are within 5 ft of you and you have no allies adjacent to you, all of your defenses increase by +1.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Human Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your AR and physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and physical defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Track===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Training'''&lt;br /&gt;
|&lt;br /&gt;
|You can wield any melee weapon with the one-handed tag while wielding a shield, instead of only a light weapon.&lt;br /&gt;
Gain the Raise ability.&lt;br /&gt;
&lt;br /&gt;
* '''Raise.''' Spend 1 AP to raise your shield, gaining +3 to your AR and physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you have a buckler equipped, you may add 1 AP to a melee attack you are making. If that attack hits, the creature suffers 1 TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Strap'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You may equip a buckler by strapping it to your forearm, allowing both of your hands to be free. You can now use a two-handed melee weapon with a buckler, and can use the two-handed benefits of a hand-and-a-half weapon.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Fighting'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You can wield one-handed or hand-and-a-half weapons while wielding a shield, but cannot use a hand-and-a-half weapon using two hands.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You gain the Resist abilities of kite shields and heater shields.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training II'''&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|Gain +1 to your AR while wielding a kite or heater shield.&lt;br /&gt;
Gain the Practiced Block ability.&lt;br /&gt;
&lt;br /&gt;
* '''Practiced Block (1/Catch Breath).''' The first time you use your Raise ability after rolling Initiative, it costs 0 AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training III'''&lt;br /&gt;
|Medium Shield Training II&lt;br /&gt;
|While you have a kite or heater shield equipped, you gain +2 to your AR and physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training IV'''&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If an attack against your REF misses you while you have Raise active and are wielding a kite or heater shield, you take no damage if you would otherwise take half damage.&lt;br /&gt;
Practiced Block becomes 2/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training V'''&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Raise ability now grants +4 to your AR and physical defenses until the beginning of your next turn.&lt;br /&gt;
Practiced Block becomes 3/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Mastery'''&lt;br /&gt;
|Medium Shield Training V&lt;br /&gt;
|You may now extend the bonus of your Raise ability to one target that remains within 5 ft of you until the start of your next turn. If the creature leaves a space that is within 5 ft of you, it loses this benefit even if it returns.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Siblings'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Training talent, you both gain +1 AR. If they also have the Shield Siblings talent, this increases to +2 AR, and you cannot be flanked while within 5 ft of each other.&lt;br /&gt;
|''Defense, Shield, Synergy''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Wall'''&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature that has the Shield Wall talent and you are both wielding tower shields, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* Whenever both shields are Raised and one of you moves 5 ft, the other may move 5 ft as well without expending AP.&lt;br /&gt;
* Neither you nor your Shield Sibling can be moved against your will while both shields are Raised.&lt;br /&gt;
* Gain the Shield Shove ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Shove.''' When moving only 5 ft, you may attempt to move into a space that another creature occupies and make a special STR attack against their FORT, adding your Shield Siblings AR bonus to your attack roll. On a hit, that creature is pushed back 5 ft.&lt;br /&gt;
|''Defenses, Shield, Synergy''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield Bash'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|If you have a kite or heater shield equipped and the additional AR you receive from having that shield equipped causes a melee weapon attack to miss you, you may make a Shield Bash reactive attack for 1 Reactive AP, automatically hitting for 1d4+STR damage.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You no longer suffer -5 ft speed while wielding a tower shield and when you move 5 ft, the creature standing directly behind you can move with you without expending AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization II'''&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+2).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization III'''&lt;br /&gt;
|Tower Shield Specialization II&lt;br /&gt;
|The Cover granted to creatures directly behind you increases to Partial Cover (+3) and they are considered Concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Partial Cover (+1).&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Mastery'''&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The Cover granted to creatures in squares directly or diagonally behind you and within 10 ft increases to Partial Cover (+2). You may now wield a tower shield with only one arm; however, when you make a melee attack, you only gain Partial Cover (+3) instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Stack ==&lt;br /&gt;
These talents offer you a small bonus in addition to giving you more Skill Points.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobat'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the acrobatics tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Expert'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill.&lt;br /&gt;
Each time you Take a Rest, you can craft a tonic or a vial of caustic flame. Either option loses its potency after 24 hours.&lt;br /&gt;
&lt;br /&gt;
* '''Tonic:''' When a creature drinks this tonic, it regains 1d4 HP.&lt;br /&gt;
* '''Flame Vial:''' A creature can throw this vial as an improvised thrown weapon. On a hit, the target creature gains Burning (1d4).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''A Little Bit Of Soul'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a check with a skill that has the crafting or knowledge tag, you may use your CHA instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Whisperer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Animal Whisperer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Animal Whisperer (1/Rest).''' For 3 AP, you may choose one creature with the beast tag within 20 ft of you. Make an Animal Handling check against the creature’s WILL. On a success, the creature is Charmed for 4 hours and it will not harm you, though it will not go out of its way to help you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Trainer'''&lt;br /&gt;
|Animal Whisperer&lt;br /&gt;
|If you use your Animal Whisperer ability on the same beast once per day for a month, the creature becomes a loyal pet. It trusts you and will risk its life to protect you.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcanist Understudy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Arcana.&lt;br /&gt;
You learn one arcane cantrip of your choice. Use your magic attribute. If you do not have one, use INT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Archaeologist'''&lt;br /&gt;
|&lt;br /&gt;
|Choose an environment: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. Alternatively, choose one nation that exists currently or has existed in the past.&lt;br /&gt;
&lt;br /&gt;
When you are in the environment or nation that you selected, gain a +3 bonus to Appraising, Art, Dungeoneering, Economics, Geography, History, and Investigating.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Artist Aspirant'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Entertainer (Artist) background&lt;br /&gt;
|Gain +3 Art.&lt;br /&gt;
Given one week of downtime, you can create one piece of art. If you sell it, it earns you 1d10+10 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Artistic Apprentice'''&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain one rank of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astrologer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astrology.&lt;br /&gt;
Gain the Astrologer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astrologer (1/Rest).''' When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, you may replace one d20 roll with the number that you wrote down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Astronomer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Astronomy.&lt;br /&gt;
If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography or Navigating skills).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Athlete'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the athleticism tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Autopsy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Appraising, Investigating, and Medicine when making a skill check related to studying a corpse. This can exceed your +20 skill cap.&lt;br /&gt;
When you make such a check, if you exceed a DC of 20 and the corpse died as a result of a creature, then you gain +1 TA against creatures of the same type for the next 24 hours. If the corpse died as a result of disease, you gain +2 FORT against that disease for the next 24 hours.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Aware'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the AWR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Balanced'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Balancing.&lt;br /&gt;
When a creature attempts to knock you Prone, instead of using your defense against that particular effect, you may choose to roll a Balancing check instead. If you meet or exceed their attack roll, you do not fall Prone (but still suffer damage or other effects, provided that they hit your appropriate defense).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Biologist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Biology.&lt;br /&gt;
You can immediately identify if a creature has the beast tag or monstrosity tag, or if it has neither. This costs 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
Your drinks are particularly delicious. When you Take a Rest, you can create one serving of a beverage of your choice. A creature that consumes it gains 1d6 Shield HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Brewing Expert'''&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 Brewing.&lt;br /&gt;
You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''By Feel, Not Measure'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your AWR instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Calligrapher'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Calligraphy.&lt;br /&gt;
When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Appraiser'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Appraising.&lt;br /&gt;
When you Take a Rest, you may choose one weapon, set of armor, or item and carefully clean it to increase its value. You can sell such an item for 110% its original cost. You cannot use this ability multiple times on the same object.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Carpenter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Carpentry.&lt;br /&gt;
If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by +5. You cannot do this to an area larger than 20 ft x 20 ft.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cartographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cartography.&lt;br /&gt;
After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Charismatic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the CHA tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chef'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cooking.&lt;br /&gt;
Your artistic sense of how to mingle flavors allows you to improve any food and drink. When a creature consumes food or drink that you have had at least ten minutes to modify, you Charm that creature  for 1 hour. At the end of this time, the creature is not aware that they were Charmed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Chemist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Chemistry.&lt;br /&gt;
Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink. When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry check against that creature’s FORT. On a success, they become Sickened for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Climber'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Climber ability.&lt;br /&gt;
&lt;br /&gt;
* '''Climber (1/Rest).''' You gain a climb speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Cobbling.&lt;br /&gt;
Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains +3 Forced March.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbling Mastery'''&lt;br /&gt;
|Cobbler&lt;br /&gt;
|You may now patch three pairs of shoes each time you Take a Rest.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Contortionist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Contorting.&lt;br /&gt;
Moving through spaces that would require you to squeeze costs no additional movement.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Coordinated Effort'''&lt;br /&gt;
|COR 2&lt;br /&gt;
|Gain the Coordinated Effort ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coordinated Effort (1/Round).''' When an ally makes a weapon attack against a hostile creature within 5 ft of you, you may spend Reactive AP to make a melee attack against that creature. The amount of Reactive AP that this costs you equals your weapon’s normal APC -1 (min 1).&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Cryptidology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 to Animal Handling, Biology, History, Nature, and Tracking when making a skill check to recall information regarding beasts or monstrosities. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a beast or monstrosity within 60 ft of you. Make a History or Nature check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its max HP.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dancer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dancing.&lt;br /&gt;
Gain +1 REF.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Deckhand'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [water].&lt;br /&gt;
You can book passage on a boat or ship for free, provided that you contribute to maintaining the vessel. A ship that is already overstaffed might still turn you down.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, and Religion when making a skill check to recall information regarding fiends. This can exceed your +20 skill cap.&lt;br /&gt;
You may spend 1 AP to attempt to recall specific information about a fiend within 60 ft of you. Make an Arcana, History, or Religion check against a DC equal to 10 + the creature’s ML (max DC 40). On a success, learn two of the following points:&lt;br /&gt;
&lt;br /&gt;
* Its STR, DEX, and END.&lt;br /&gt;
* Its AWR, INT, and CHA.&lt;br /&gt;
* Its AR.&lt;br /&gt;
* Its Resist and Immune stats.&lt;br /&gt;
* Its Vulnerable stats.&lt;br /&gt;
* Its DR and DT stats.&lt;br /&gt;
* Whether it can cast any magic, and if so, which sources.&lt;br /&gt;
* Which stats it uses for its attacks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Dextrous'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the DEX tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Disguise Artist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Disguising.&lt;br /&gt;
You no longer need a disguise kit to make an Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Display of Willpower'''&lt;br /&gt;
|CHA 2&lt;br /&gt;
|Gain the Display of Willpower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Display of Willpower (CHA/Rest).''' You may spend 1 AP to become Rallied until the start of your next turn. If you were already suffering from the Demoralized, Frightened, or Shaken conditions, they are suppressed until the start of your next turn.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Distance Runner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Distance Running.&lt;br /&gt;
You can run a number of miles equal to your END x2 (min 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Double Time'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forced March.&lt;br /&gt;
When marching at a normal pace, you can travel 150% the typical distance before needing to make Fatigue rolls.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Driver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Vehicles [land].&lt;br /&gt;
You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore Difficult Terrain imposed from rocks, debris and the like.&lt;br /&gt;
&lt;br /&gt;
Difficult Terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dungeoneer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Dungeoneering.&lt;br /&gt;
Gain +1 ANT.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Eavesdropper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Eavesdropping.&lt;br /&gt;
Gain the Eavesdropper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Eavesdropper (1/Recoup).''' When you make an Eavesdropping check, you may roll 2d20 and take the higher.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Economist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Economics.&lt;br /&gt;
By spending 1 month in a town or urban area, you can gain +1 Goodwill among the aristocracy or mercantile spheres (your choice each time). You may sell your services as an economist for 10 sc weekly while in a settled area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Empathetic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
Gain the Empathetic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Empathetic (1/Rest).''' When you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. On a success, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Endless Endurance'''&lt;br /&gt;
|END 2&lt;br /&gt;
|When making an END attribute check outside of combat, if you rolled below a 10, treat your die roll as a 10.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Enduring'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the END tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Engineer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Engineering.&lt;br /&gt;
You can consult on building repairs to earn 10 sc per week while in an urban area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer Aspirant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer'''&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain one rank in the Entertainer Profession. You must choose the Performer track instead of the Artist track.&lt;br /&gt;
This replaces your Entertainer Aspirant talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Evader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Evading.&lt;br /&gt;
Gain the Evader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evader (2/Rest).''' When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Feat of Strength'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Feat of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* '''Feat of Strength (1/Recoup).''' When you make a STR attribute check, you may double your STR bonus.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Forager'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Foraging.&lt;br /&gt;
When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work.)&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forceful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Applied Force.&lt;br /&gt;
When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make a Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Forging.&lt;br /&gt;
Gain the Forgery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Forgery (1/Rest).''' If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sc you spend, add +1 to your Forging check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Fortuitous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Fortuity.&lt;br /&gt;
When making a Fortuity check, your crit range increases by +3 (e.g., from 20 to 17-20). The max crit range is still 16-20.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Gentried Title'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Calligraphy*, Cartography*, Painting*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Geographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Geography.&lt;br /&gt;
When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Glassblower'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Glass Blowing.&lt;br /&gt;
Gain the Glassblower ability.&lt;br /&gt;
&lt;br /&gt;
* '''Glassblower (1/Week).''' You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make custom glassware on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Go-Getter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Economics, History, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
&lt;br /&gt;
'''Subterfuge:''' Forging*, Sleight of Hand &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Gossiper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Gossiping.&lt;br /&gt;
Gain the Gossiper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gossiper (1/Rest).''' You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossiping check against a DC equal to 15 + that creature’s CHA. On a success, they lose 1 Goodwill. You can only target the same creature once a week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Historian'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 History.&lt;br /&gt;
After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is magically modified.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Influencer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intelligent'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the INT tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intimidating.&lt;br /&gt;
Gain the Intimidator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intimidator (1/Rest).''' Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. On a success, then you know exactly how to get under their skin. Roll 2d20 and take the higher when you make your Intimidating check. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuitive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Intuiting.&lt;br /&gt;
Gain the Intuitive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intuitive (1/Recoup).''' Your intuition extends beyond living people to intellectual fields as well. When you would make an INT check, you can add your Intuiting bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Investigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Investigating.&lt;br /&gt;
Gain the Investigator ability.&lt;br /&gt;
&lt;br /&gt;
* '''Investigator (1/Recoup).''' When making an Investigating check, you can add your LUCK/Fortuity on top of your Investigating.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jack Of All Trades'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Savoir Faire.&lt;br /&gt;
Gain the Jack of All Trades ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jack of All Trades (2/Rest).''' You can present yourself to another character as though you have 1 professional rank in any profession of your choice. This deception is nonmagical and lasts for 1 hour.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeweler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jeweler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jeweler (1/Rest).''' You can produce a work of semiprecious jewelry, provided that you have some form of mineral. Make a Jeweling check. You can sell your jewelry for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Jewelry Expert'''&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|Gain +3 Jeweling.&lt;br /&gt;
Gain the Jewelry Expert ability.&lt;br /&gt;
&lt;br /&gt;
* '''Jewelry Expert (1/Month).''' You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling check. You can sell your jewelry for that many dc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Keen Anticipation'''&lt;br /&gt;
|AWR 2&lt;br /&gt;
|Gain the Keen Anticipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keen Anticipation (1/Rest).''' When you would be Completely Surprised, you are instead Partially Surprised.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledgeable'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lawyer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Law.&lt;br /&gt;
While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your Goodwill by +1 at the end of each month.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leadership.&lt;br /&gt;
When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lean-To'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sheltering.&lt;br /&gt;
When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it +2 on END checks made to resist extreme weather.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Leatherworker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Leatherworking.&lt;br /&gt;
Gain the Leatherworker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Leatherworker (1/Week).''' You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Lifelong Learner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +1 Skill Point in any skill. Each time you level up, gain +1 Skill Point in any skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lockpicker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Lockpicking.&lt;br /&gt;
Gain the Lockpicker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lockpicker (1/Rest).''' When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Logical Conclusion'''&lt;br /&gt;
|INT 2&lt;br /&gt;
|Gain the Logical Conclusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Logical Conclusion (INT/Rest).''' When you are Charmed or Frightened by a creature, you may spend 2 AP on your turn to make an INT attribute check vs the LOG of the creature that imposed the condition on you. On a hit, you remove the condition.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Luck of the Draw'''&lt;br /&gt;
|LUCK 2&lt;br /&gt;
|Whenever you spend a Luck Point, you may first call out “evens” or “odds” and roll a die. If you were correct, regain the Luck Point after spending it. If you were incorrect, instead you gain 1 Death Point.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the LUCK tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mason'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Masonry.&lt;br /&gt;
Gain the Mason ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mason (1/Week).''' You can produce a nice piece of stonework provided that you have some form of stone to work with. Make a Masonry check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Medic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Medicine.&lt;br /&gt;
Gain the Medic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Medic (1/Rest).''' When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Menace'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Menacing.&lt;br /&gt;
Gain the Menace ability.&lt;br /&gt;
&lt;br /&gt;
* '''Menace (1/Rest).''' When you menace someone, you may first display your strength to show that you mean business. Make a STR/Applied Force check against the creature’s WILL. On a success, you can roll 2d20 for your Menacing check, taking the higher. On a failure, you do not expend the use of this ability.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Musician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Instrument [your choice].&lt;br /&gt;
When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturalist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Naturalist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Naturalist (2/Week).''' If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Navigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Navigating.&lt;br /&gt;
So long as you can see a natural landmark, you cannot become lost, except by magical means.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Observant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the observation tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Officer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Military.&lt;br /&gt;
Gain the Officer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Officer (1/Week).''' You know how to speak with military officials. You can request an audience with any military officer who has professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Painter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Painting.&lt;br /&gt;
Gain the Painter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Painter (1/Week).''' You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Part-Time Student'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Astrology, Astronomy, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Investigating&lt;br /&gt;
* '''Performance:''' Dancing, Entertaining, Instrument* [choose one]&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Forging*&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating*&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Perceptive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Perceiving.&lt;br /&gt;
Gain the Perceptive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perceiving (1/Rest).''' When you make a check with another skill that has the observation tag, you can add 1⁄2 your Perceiving as an additional bonus.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Performer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the performance tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Persuasive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Persuading.&lt;br /&gt;
Gain the Persuasive ability.&lt;br /&gt;
&lt;br /&gt;
* '''Persuasive (1/Rest).''' You can cast the [[Charm Creature]] primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Petty Criminal'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting, Tumbling&lt;br /&gt;
* '''Athleticism:''' Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Brewing*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Gossiping, Intimidating, Persuading&lt;br /&gt;
* '''Knowledge:''' Art, Law, Politics of [choose region]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Dungeoneering, Sneaking &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Pickpocket'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sleight of Hand.&lt;br /&gt;
When you have an item with the light tag on your person, you can give it the concealed tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in your choice of the Alchemy or Brewing skill.&lt;br /&gt;
When you Take a Rest, you may make an Alchemy or Brewing check to brew a dose of poison. The poison deals 1d4 damage when ingested, and causes a condition based on your skill check. (see the following Poisoner table.)&lt;br /&gt;
&lt;br /&gt;
The poison spoils after 24 hours, becoming a foul-tasting but harmless liquid.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|10 or less&lt;br /&gt;
|Shaken for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|Shaken for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|Sickened for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|Sickened for 1 hour&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|Sickened and Dazed for 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|31+&lt;br /&gt;
|Sickened and Dazed for 1 hour&lt;br /&gt;
|}&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Politician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Politics of [choose region].&lt;br /&gt;
Gain the Politician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Politician (1/Week).''' You may leverage favors to secure a meeting with a noble or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks +1. They will meet with you within 24 hours after you make the request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Potter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Pottery.&lt;br /&gt;
Gain the Potter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Potter (1/Week).''' You can produce some pottery provided that you have some form of clay to work with. Make a Pottery check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Powerlifter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
You can carry +2 unwieldy items without being encumbered.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Practiced Warrior'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Athletics:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Influence:''' Intimidating, Leadership&lt;br /&gt;
* '''Knowledge:''' Geography, History, Medicine*, Military Vehicles* [land]&lt;br /&gt;
* '''Luck:''' Fortuity, Scavenging&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March, Menacing&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Navigating*, Sheltering&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Practice Makes Perfect'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points you can spend on any skills with the INT tag. Additionally, when making a skill check with the crafting or knowledge tags, you may use your DEX instead of your INT for your skill check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Reflexive Dodge'''&lt;br /&gt;
|DEX 2&lt;br /&gt;
|Gain the Reflexive Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reflexive Dodge (DEX/Rest).''' When a creature hits your REF, you may spend 1 Reactive AP to make a DEX/Dancing check. Your REF becomes that number against that attack.&lt;br /&gt;
|''Skill Specialization, Attribute''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Religious'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Scavenger'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Scavenging.&lt;br /&gt;
Gain the Scavenger ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scavenger (1/Rest).''' When you fail a Scavenging check, you may instead treat it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Smith'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Smithing.&lt;br /&gt;
Gain the Smith ability.&lt;br /&gt;
&lt;br /&gt;
* '''Smith (1/Rest).''' You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon or armor are still available, you can completely restore a weapon or armor set.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sneak'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Sneaking.&lt;br /&gt;
Gain the Sneak ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sneak (1/Rest).''' If you are hidden or Concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or Concealed.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprinter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sprinting skill.&lt;br /&gt;
Gain the Sprinter ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sprinter (1/Rest).''' Move up to your speed for 0 AP.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the stamina tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Strong'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the STR tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Subverter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the subterfuge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the survival tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Swimmer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Athletics.&lt;br /&gt;
Gain the Swimmer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Swimmer (1/Rest).''' Gain a swim speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Tentative Believer'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Calligraphy*, Cooking*, Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Luck:''' Fortuity&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
* '''Stamina:''' Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Navigating* &lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracker'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tracking.&lt;br /&gt;
Gain the Tracker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Tracker (1/Rest).''' When you fail a Tracking check, you may count it as the lowest tier of success.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Traveler'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points, which you may spend on skills from the following list.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics:''' Balancing, Contorting&lt;br /&gt;
* '''Athleticism:''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Crafting:''' Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Weaving*, Woodcarving*&lt;br /&gt;
* '''Knowledge:''' Astrology, Astronomy, Geography, Medicine*, Vehicles* [land]&lt;br /&gt;
* '''Observation:''' Intuiting, Perceiving&lt;br /&gt;
* '''Performance:''' Instrument* [choose one]&lt;br /&gt;
* '''Stamina:''' Distance Running, Forced March&lt;br /&gt;
* '''Survival:''' Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Tumbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Tumbling.&lt;br /&gt;
You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Vampirology'''&lt;br /&gt;
|&lt;br /&gt;
|Gain a +4 bonus to Arcana, History, Investigating, Perceiving, Religion, and Savoir Faire when making a skill check to recall information regarding vampires or to pass yourself off as one. This can exceed your +20 skill cap.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Weaver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Weaving.&lt;br /&gt;
Gain the Weaver ability.&lt;br /&gt;
&lt;br /&gt;
* '''Weaver (1/Week).''' You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Whittler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Woodcarving.&lt;br /&gt;
Gain the Whittler ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whittler (1/Week).''' You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving check. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Specialization Stacks ==&lt;br /&gt;
&lt;br /&gt;
=== Misc Stack ===&lt;br /&gt;
These talents offer a variety of miscellaneous bonuses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Companion'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Animal Handling and +2 Nature. &lt;br /&gt;
You gain a small, mundane animal companion, such as a songbird or hamster. This creature does not have statistics or participate in combat, but you can communicate very surface level thoughts with it, such as “Danger” or “Happy.”&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Heirloom'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|You have a special item: either a set of armor, or a weapon that to anyone else would seem mundane, but to you holds great value. Deduct half of its cost from your starting silver.&lt;br /&gt;
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20, and 30. If it is a weapon, you gain a +1 to attack rolls with this weapon at levels 1, 10, 20, and 30.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hearty Antibodies'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist 4 against any one disease of your choice. Whenever you make a d20 roll to avoid becoming infected or avoid the effects of a disease, gain a +4 bonus.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Inheritance'''&lt;br /&gt;
|Must be Character Level 1 (cannot take at higher levels)&lt;br /&gt;
|Add +200 sc to your starting wealth.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Last Effort'''&lt;br /&gt;
|&lt;br /&gt;
|When you start your turn, gain +1 TA if you have any Death Points, and +2 TA if you have more than 3 Death Points.&lt;br /&gt;
When you gain enough Death Points to kill you, you may immediately take one more turn. Any attacks you make automatically hit, and your crit range is 16-20 for all these attacks during this turn.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Pilfer'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you gain sc as a result of looting bodies or finding treasure in an unpopulated area, increase the amount of sc you receive by 5%. Increase your total after dividing the total amount of sc among the party.&lt;br /&gt;
|''Misc Specialization''&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Aspect Talents ===&lt;br /&gt;
To gain access to Primal Aspects, you must take one or more talents in the [[Berzerker]], [[Oracle]], and/or [[Ranger]] classes or find another way to access to them, such as a magical boon from an Archfae.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect'''&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|''Repeatable.'' Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
|''Primal Aspect, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus'''&lt;br /&gt;
|At least 2 Primal Aspects&lt;br /&gt;
|Choose 2 Primal Aspects that you know. You may switch between those Aspects freely when not in combat, and by spending 1 AP when you are in combat.&lt;br /&gt;
If you know more than two Aspects, you can choose which two are available to switch between upon Taking a Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus II'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|You can switch between any of your Primal Aspects, even if you know more than two, using your Aspect Focus.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus III'''&lt;br /&gt;
|Primal Aspect Focus II, Character Level 10&lt;br /&gt;
|You can have 2 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Focus IV'''&lt;br /&gt;
|Primal Aspect Focus III, Character Level 15&lt;br /&gt;
|You can have 3 Aspects active at once and can switch between which aspects you have active freely when not in combat, or by spending 1 AP per Aspect switch on your turn during combat.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|Gain the Primal Aspect Transference ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Aspect Transference (1/Rest).''' Choose a willing ally and spend 1 hour meditating, training, sparring, etc. At the end of this ritual, that ally can benefit from an Aspect that you know but is not currently active for you. The Aspect activates when you choose (0 AP on your turn or your ally’s turn) and lasts for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
While an Aspect is transferred to an ally, it is unavailable for you to switch to.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference II'''&lt;br /&gt;
|Primal Aspect Transference&lt;br /&gt;
|Primal Aspect Transference becomes 3/Rest.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primal Aspect Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Talent Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: A’rl’ng'''&lt;br /&gt;
|You may spend 1 AP to magically double all movement you take for this turn. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Heq'''&lt;br /&gt;
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Sekh'''&lt;br /&gt;
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Stoll'''&lt;br /&gt;
|Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Tamat'''&lt;br /&gt;
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. '''(1/Recoup)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Vele'''&lt;br /&gt;
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. '''(1/Catch Breath)'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Woden'''&lt;br /&gt;
|Gain +6 to Vehicles* [water] and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fear Resistance Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody'''&lt;br /&gt;
|At least +1 with any Instrument&lt;br /&gt;
|When you attempt to Take a Rest, you can play a haunting melody to hold the worst effects of fear at bay. &lt;br /&gt;
Make a CHA/Instrument check. The DC is 10. If you succeed, you do not have to resolve your Fear before Taking a Rest.&lt;br /&gt;
&lt;br /&gt;
The DC increases by +2 for every consecutive day that you attempt to do this.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody II'''&lt;br /&gt;
|Haunting Melody&lt;br /&gt;
|When you use Haunting Melody, you may target a number of creatures equal to or less than your AWR.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Haunting Melody III'''&lt;br /&gt;
|Haunting Melody II&lt;br /&gt;
|When you use Haunting Melody, if you beat the target DC by more than 5, each affected creature removes 1 Fear.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Logic Prevails'''&lt;br /&gt;
|Incompatibilities: Mind Over Matter&lt;br /&gt;
|You may use INT to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind-Killer'''&lt;br /&gt;
|&lt;br /&gt;
|When your Fear is in excess of your Fear Threshold, you gain the Iron Will and Steel Mind traits.&lt;br /&gt;
'''Iron Will:''' You are Immune to being Frightened or Shaken.&lt;br /&gt;
&lt;br /&gt;
'''Steel Mind:''' You are Immune to being Charmed or Enthralled.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Incompatibilities: Logic Prevails&lt;br /&gt;
|You may use CHA to calculate your Fear Threshold, instead of SAN.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Reassuring Presence'''&lt;br /&gt;
|&lt;br /&gt;
|When you use an ability that causes you to ignore the Frightened condition to instead cancel Fear, if the ability would allow you to extend the benefit to one or more allies normally, you may cancel the Fear they would gain from the same source.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid'''&lt;br /&gt;
|&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear 1 per Recoup.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unafraid II'''&lt;br /&gt;
|Unafraid&lt;br /&gt;
|You may use any talent abilities that would allow you to ignore the Frightened condition to ignore Fear as often as you could normally use those abilities.&lt;br /&gt;
|''Fear Resistance''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable Psyche'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Fear Threshold increases by +2.&lt;br /&gt;
|''Fear Resistance, Repeatable''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster Hunter Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Concealed Weapon'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one weapon that you own that does not have the unwieldy tag. It gains the concealed tag. If you lose this weapon, you may choose a new weapon that you own after you Take a Rest.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|&lt;br /&gt;
|When you would take falling damage and would land within 5 ft of another creature, you may make a special melee attack against that creature for 1 AP or 1 Reactive AP. Make a STR or DEX attack targeting their ANT. You have +1 TA on this attack, or +3 TA if the creature is unaware of you.&lt;br /&gt;
On a hit, you only take 1⁄2 your falling damage, and the target creature takes the other half. If you make one or more additional attacks against that creature on the same turn, you retain your TA for those attacks as well.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Hair Trigger Instinct'''&lt;br /&gt;
|&lt;br /&gt;
|When you would be hit by a trap effect, you may make a DEX, AWR, or LUCK check against the trap’s attack roll or DC. If your roll equals or exceeds the trap’s, then you escape the trap unaffected. (2/Recoup)&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Water'''&lt;br /&gt;
|Divine 3&lt;br /&gt;
|By bestowing your holy energy into a contained amount of water not exceeding 1 gallon, you can create holy water.&lt;br /&gt;
The process of blessing this water takes 10 minutes and can be done during a Recoup. &lt;br /&gt;
&lt;br /&gt;
You can split the water into up to four separate containers. Any creature in possession of a container can douse themself or another creature as though administering a potion.&lt;br /&gt;
&lt;br /&gt;
A creature doused in holy water gains 1d4 Shield HP that expires after 2 minutes (12 rounds). Creatures with the undead or fiend tags are Shaken when attacking a creature that was doused within the past 2 minutes.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleansing Holy Water'''&lt;br /&gt;
|Holy Water&lt;br /&gt;
|A creature in possession of a container of holy water that you have made can spend 2 AP to throw the holy water. The holy water has a thrown range of 20 ft and uses DEX, targeting the REF of every creature within a 5 ft radius. A creature may choose to be hit automatically. On a hit, a creature gains 1d4 Shield HP, unless it is a creature with the fiend or undead tag, in which case it takes 1d10 radiant damage.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''Stake Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|When you Take a Rest, you may spend part of your time awake crafting stakes. These have the stats of dirks, daggers, or knives (your choice for each one), but they break on a crit fail or after they deal damage one time. You can craft a number of stakes equal to 1 + your INT.&lt;br /&gt;
If a stake crafted in this way hits a vampire, count it as a crit. This crit ignores DR.&lt;br /&gt;
|''Monster Hunter''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
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|+&amp;lt;big&amp;gt;'''Welcome to the MythCraft Tabletop Role Playing Game Wiki.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|MythCraft is a new TTRPG Universe and System developed by QuasiReal Publishing in 2023&lt;br /&gt;
MythCraft offers an expansive and customizable system for the fantastical adventures at your table. There are '''13 separate Classes''', '''14 unique Lineages, 23 individual Backgrounds and Occupations''', and so, so many Talent Points and Spells. That means thousands of unique mechanical builds available in the base game! MythCraft is approachable for new players but is packed to the brim with the complexity that players crave. &lt;br /&gt;
&lt;br /&gt;
Features include:&lt;br /&gt;
&lt;br /&gt;
* Reimagined combat with familiar d20 mechanics, but an intuitive and tactical Action Point system complete with ways to increase your maximum AP, holding over AP, and reactive AP.&lt;br /&gt;
* Gain an Attribute and Talent Point every level. There are thousands of unique builds in the base game.&lt;br /&gt;
* A fresh take on spellcasting with 5 unique and distinct sources of magic and hundreds of spells&lt;br /&gt;
* A full BOP (Backgrounds, Occupations, and Professionals) system means ways to develop your character beyond just combat&lt;br /&gt;
* Built from the ground up to be modular and iterated upon. MythCraft has plans to span four distinct supereons, from low-fantasy prehistorical dinosaur wars to post-apocalyptic to spacefaring space operas.&lt;br /&gt;
* '''FREE''' - MythCraft rules are, and will forever be, all free right here on the MythCraft wiki, you can support us by buying a physical book or downloadable PDF&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
== For Players ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| [[File:LearnMoreHeader2.jpg|3200px|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |[[MythCraft Fundamentals]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Getting Started]]&lt;br /&gt;
|[[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Guiding Principles]]&lt;br /&gt;
|[[Combat#Action Points|Action Points]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Character Creation]]&lt;br /&gt;
|[[Skills]]&lt;br /&gt;
|-&lt;br /&gt;
|[[FAQ &amp;amp; Term Glossary]]&lt;br /&gt;
|[[Attributes]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| [[File:PlayerOptions2.jpg|3200px|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; ;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
=== [[Lineages]] ===&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
=== [[Backgrounds, Occupations, and Professions]] ===&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
==== [[Backgrounds]] ====&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
==== Professions ====&lt;br /&gt;
|-&lt;br /&gt;
|[[Bhrunai]]&lt;br /&gt;
|[[Human]]           &lt;br /&gt;
|[[Backgrounds#Born Warrior|Born Warrior]]&lt;br /&gt;
|[[Archivist]]&lt;br /&gt;
|[[Nomad]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonfolk]]&lt;br /&gt;
|[[Kettek]]&lt;br /&gt;
|[[Backgrounds#Criminal|Criminal]]&lt;br /&gt;
|[[Barrister]]&lt;br /&gt;
|[[Physician]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|[[Kleppin]]&lt;br /&gt;
|[[Backgrounds#Entrepreneur|Entrepreneur]]&lt;br /&gt;
|[[Charlatan]]&lt;br /&gt;
|[[Pioneer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental]]&lt;br /&gt;
|[[Raedeen]] &lt;br /&gt;
|[[Backgrounds#Knave|Knave]]&lt;br /&gt;
|[[Clergy]]&lt;br /&gt;
|[[Sailor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]]&lt;br /&gt;
|[[Remnant]]&lt;br /&gt;
|[[Backgrounds#Noble Title|Noble Title]]&lt;br /&gt;
|[[Entertainer]]&lt;br /&gt;
|[[Soldier]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fiendblood]]&lt;br /&gt;
|[[Satyr]]&lt;br /&gt;
|[[Backgrounds#Outlander|Outlander]]&lt;br /&gt;
|[[Guard]]&lt;br /&gt;
|[[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Golem]]&lt;br /&gt;
|[[Trollkin]]&lt;br /&gt;
|[[Backgrounds#Student|Student]]&lt;br /&gt;
|[[Honorable]]&lt;br /&gt;
|[[Thief]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]]&lt;br /&gt;
|[[Undead]]&lt;br /&gt;
|[[Backgrounds#True Believer|True Believer]]&lt;br /&gt;
|[[Inquisitor]]&lt;br /&gt;
|[[Thug]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hondu]]&lt;br /&gt;
|[[Urkou]]&lt;br /&gt;
|[[Backgrounds#Urchin|Urchin]]&lt;br /&gt;
|[[Knight]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
=== [[Talents and Stacks]] ===&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
=== [[Magic in MythCraft|Magic]] ===&lt;br /&gt;
!&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
|-&lt;br /&gt;
|[[Berzerker]]&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|[[Arcane Magic]]&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]&lt;br /&gt;
|[[Tinkerer]]&lt;br /&gt;
|[[Specialization Talents]]&lt;br /&gt;
|[[Divine]]&lt;br /&gt;
|[[Divine Spells|Divine Magic]]&lt;br /&gt;
|[[Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage]]&lt;br /&gt;
|[[Troubadour]]&lt;br /&gt;
|[[Magic Talents]]&lt;br /&gt;
|[[Occult]]&lt;br /&gt;
|[[Occult Spells|Occult Magic]]&lt;br /&gt;
|[[Gear]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Oracle]]                  &lt;br /&gt;
|[[Vessel]]&lt;br /&gt;
|&lt;br /&gt;
|[[Primal]]&lt;br /&gt;
|[[Primal Spells|Primal Magic]]&lt;br /&gt;
|[[Consumables]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilist]]&lt;br /&gt;
|[[Warrior]]&lt;br /&gt;
|&lt;br /&gt;
|[[Psionic]]&lt;br /&gt;
|[[Psionic Spells|Psionic Magic]]&lt;br /&gt;
|[[Goods &amp;amp; Services]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|[[Witch]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Backgrounds, Occupations, and Professions|Starting Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Rules for Players ===&lt;br /&gt;
|-&lt;br /&gt;
|[[Guiding Principles]]&lt;br /&gt;
|[[Combat#Initiative|Initiative]]&lt;br /&gt;
|[[Combat#Damage|Damage]]&lt;br /&gt;
|[[Combat#Tactical Advantage and Disadvantage|Tactical Advantages]]&lt;br /&gt;
|[[Lighting and Vision]]&lt;br /&gt;
|[[Exploration]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skills]]&lt;br /&gt;
|[[Combat#Actions|Actions]]&lt;br /&gt;
|[[Combat#Dying and Death Points|Dying and Death Points]]&lt;br /&gt;
|[[Combat#Mounted Combat|Mounted Combat]]&lt;br /&gt;
|[[Creature Sizes]]&lt;br /&gt;
|[[Goodwill]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat]]&lt;br /&gt;
|[[Combat#Action Points|Action Points]]&lt;br /&gt;
|[[Resting]]&lt;br /&gt;
|[[Conditions]]&lt;br /&gt;
|[[Magic Items]]&lt;br /&gt;
|[[Encumberance]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Information For Game Masters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| [[File:GameMasters2.jpg|3200px|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
=== Resources - [[Tips for new MCs]] ===&lt;br /&gt;
|-&lt;br /&gt;
!Crafting a Campaign&lt;br /&gt;
!Designing [[NPCs]]&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Designing a Campaign World&lt;br /&gt;
|-&lt;br /&gt;
|[[Themes, Plot, and Setting]]&lt;br /&gt;
|[[Values, Drives, &amp;amp; Quirks]]&lt;br /&gt;
|[[Designing the World]]&lt;br /&gt;
|[[Natural Environments and Travel|Natural Environments, Weather, and Travel]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Adventure Arcs and Sessions/One-Shots]]&lt;br /&gt;
|[[Heroes, Villains, and Supporting Cast]]&lt;br /&gt;
|[[Designing a Settled Area]]&lt;br /&gt;
|[[Encounter Balancing]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Character Advancement Options]]&lt;br /&gt;
|[[NPCs|NPC Roll Tables]]&lt;br /&gt;
|[[Designing Factions]]&lt;br /&gt;
|[[Languages]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Quest Rewards]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Goodwill for MCs|Goodwill]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |[[Exploring Ancerra]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Timeline]]&lt;br /&gt;
|[[Deities]]&lt;br /&gt;
|[[Mercenary Organizations]]&lt;br /&gt;
|[[Scholarly Orders]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Exploring Ancerra#Nations|Nations]]&lt;br /&gt;
|[[Crime Syndicates]]&lt;br /&gt;
|[[Mundane Guilds]]&lt;br /&gt;
|[[Witch Covens]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Exploring Ancerra#Planes of Existence|Planes of Existence]]&lt;br /&gt;
|[[Magical Guilds]]&lt;br /&gt;
|[[Performing Troupes]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
==== [[Creatures in MythCraft]] ====&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
=== Other Info ===&lt;br /&gt;
|-&lt;br /&gt;
|[[Creating Creatures]]&lt;br /&gt;
|[[Creature List]]&lt;br /&gt;
|[[Skill Challenges]]&lt;br /&gt;
|[[Poison]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Creating Creatures#MythCraft Monster Math (MCMM)|MythCrafter Monster Math]]&lt;br /&gt;
|[[Creatures in MythCraft#Creature Actions|Creature Actions]]&lt;br /&gt;
|[[Designing Combat]]&lt;br /&gt;
|[[Disease]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Creatures in MythCraft#Tags &amp;amp; Traits|Tags &amp;amp; Traits]]&lt;br /&gt;
|[[Creatures in MythCraft#Creature Speed|Creature Speed]]&lt;br /&gt;
|[[Combat Quick Reference for MCs|Combat Quick Reference]]&lt;br /&gt;
|[[Lingering Injuries]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Creatures in MythCraft#Damage and Resistances|Resist, Vulnerable, Immune, DR/DT]]&lt;br /&gt;
|[[Creatures in MythCraft#Creature Senses|Creature Senses]]&lt;br /&gt;
|[[Siege Equipment and Structures]]&lt;br /&gt;
|[[Insanity]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Traps]]&lt;br /&gt;
|[[Magic Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Game Materials ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
=== Extras ===&lt;br /&gt;
!&lt;br /&gt;
=== Adventures &amp;amp; Campaigns ===&lt;br /&gt;
|-&lt;br /&gt;
|[[Character Sheets]]&lt;br /&gt;
|[[Manor Uvior]] (Free)&lt;br /&gt;
|-&lt;br /&gt;
|[[Legends of MythCraft]]&lt;br /&gt;
|[[Soliloquy of Annihilation]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Organized Play]]&lt;br /&gt;
|[[Daughter of the shadows|Daughter of the Shadows]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| [[File:HarkersHeader2.jpg|3200px|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
=== [[Harker's Guide to Vampire Hunting]] ===&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
=== Lineages ===&lt;br /&gt;
!&lt;br /&gt;
=== [[Harker's Classes|Classes]] ===&lt;br /&gt;
!&lt;br /&gt;
=== Optional Rules ===&lt;br /&gt;
|-&lt;br /&gt;
|[[Batfolk]]&lt;br /&gt;
|[[Hellcrafter]]&lt;br /&gt;
|[[Fear and Sanity]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dhampir]]&lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
|[[Psyche Talents]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Gretchling]]&lt;br /&gt;
|[[Werecreature]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hellspawn]]&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |[[Legacy Artifacts]]&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
=== Background Occupation and Professions ===&lt;br /&gt;
|[[Ascalon|Ascalon, Spear of the Saints]]&lt;br /&gt;
|[[Sovereign's Orb]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted|Haunted Background]]&lt;br /&gt;
|[[Berzerker Armor]]&lt;br /&gt;
|[[Stake of the Tree]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Archivist: Librarian]] &lt;br /&gt;
|[[Blessed Wind|Blessed Wind, Sword of the Skies]]&lt;br /&gt;
|[[Stake Thrower]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bartender]]&lt;br /&gt;
|[[Death's Scythe|Death's Shattered Scythe]]&lt;br /&gt;
|[[Throwing Crucifix]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blacksmith]]&lt;br /&gt;
|[[Flesh Stitcher Manual]]&lt;br /&gt;
|[[Tovare's Halo]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Courtesan]]&lt;br /&gt;
|[[Heirloom Shield]]&lt;br /&gt;
|[[Venator Whip]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Kaladbolg The Great]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| [[File:LearnMore2.jpg|3200px|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Wiki Information&lt;br /&gt;
!About Us&lt;br /&gt;
!Join the Team&lt;br /&gt;
|-&lt;br /&gt;
|[[Errata and Changelog]]&lt;br /&gt;
|[[About Us]]&lt;br /&gt;
|[[Partner Program|Creator Partner Program]]&lt;br /&gt;
|-&lt;br /&gt;
|[[How to|Contributing to the MythCraft SRD]]&lt;br /&gt;
|[[Powered By MythCraft Publisher Support|Publisher Support]]&lt;br /&gt;
|[[Street Team|Street Team Info]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Kickstarter Information]]&lt;br /&gt;
|[[Affiliate Program]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Privacy Policy]]&lt;br /&gt;
|[[Work with QuasiReal Publishing|Jobs &amp;amp; Open Positions]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[MythCraft License Information|MythCraft License]]&lt;br /&gt;
|[[Press Kit]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=14099</id>
		<title>Magic Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=14099"/>
		<updated>2025-11-06T19:28:58Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
== Arcane Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Student of the Arcane'''&lt;br /&gt;
|&lt;br /&gt;
|Having tapped into the Fundamental Wellspring and achieved Attunation, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the arcane magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Power.''' Gain 1 Arcane Power. Each time you level up and take a talent with the arcane magic tag, you gain +1 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Spells.''' You know a number of arcane cantrips and spells equal to your Arcane Power + INT. Each time this number increases, learn another arcane cantrip or spell.&lt;br /&gt;
&lt;br /&gt;
'''Student.''' Gain access to the Arcane Magic stack. Gain two talents from the Arcane Magic stack. (You do not gain additional SP or Arcane Power from these selections.)&lt;br /&gt;
&lt;br /&gt;
'''Arcanist.''' Your magic attribute is INT unless another talent says otherwise.&lt;br /&gt;
|''Arcane Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Cantrips'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain three arcane cantrips.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Knowledge'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain one arcane spell or cantrip, and gain +4 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain two arcane cantrips and one arcane spell..&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain two arcane spells.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear Thoughts'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You permanently lose 3d4 max HP and can reallocate all talent points that have given you Arcane Power. You cannot reassign Student of the Arcane or Clear Thoughts. If reassigning would cause you to know fewer spells, you can choose which spells you forget. You must spend 8 uninterrupted hours in Attunation to achieve this, and rest for 8 hours following this process. If you are interrupted, you must start the process over. Your talent point changes do not take effect until you have finished the entire process. Taking this talent again does allow you to reallocate the previous uses of this talent, but does not cause you to regain the lost max HP.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Cold Focus, Necrotic Focus&lt;br /&gt;
|Your magical abilities that deal fire damage now ignore Resist, but you can no longer cast magical abilities that deal cold damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus II'''&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Resist Fire +3, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus III'''&lt;br /&gt;
|Fire Focus II&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Resist Fire +3, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus IV'''&lt;br /&gt;
|Fire Focus III&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Immune Fire, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Fire Focus, Necrotic Focus&lt;br /&gt;
|Your magical abilities that deal cold damage now ignore Resist, but you can no longer cast magical abilities that deal fire damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus II'''&lt;br /&gt;
|Cold Focus&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Resist Cold +3, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus III'''&lt;br /&gt;
|Cold Focus II&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Resist Cold +3, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus IV'''&lt;br /&gt;
|Cold Focus III&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Immune Cold, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|When you Recoup, you may regain 1d4 SP. If you do, you do not naturally regain HP during that Recoup.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery II'''&lt;br /&gt;
|Fundamental Recovery&lt;br /&gt;
|You now regain 2d4 SP from Fundamental Recovery.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery III'''&lt;br /&gt;
|Fundamental Recovery II&lt;br /&gt;
|When you use your Fundamental Recovery ability, you can still naturally regain HP as part of the same Recoup.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery IV'''&lt;br /&gt;
|Fundamental Recovery III&lt;br /&gt;
|You now regain 3d4 SP from Fundamental Recovery.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Cold Focus, Fire Focus&lt;br /&gt;
|Your magical abilities that deal necrotic damage now ignore Resist, but you can no longer cast magical abilities that deal radiant damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus II'''&lt;br /&gt;
|Necrotic Focus&lt;br /&gt;
|The first time you deal necrotic damage with a magical ability after Taking a Rest, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus III'''&lt;br /&gt;
|Necrotic Focus II&lt;br /&gt;
|The first time you deal necrotic damage with a magical ability after Recouping, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus IV'''&lt;br /&gt;
|Necrotic Focus III&lt;br /&gt;
|When you deal necrotic damage with a magical ability, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciple of the Divine'''&lt;br /&gt;
|&lt;br /&gt;
|Having opened yourself to divine power, you gain the following benefits.&lt;br /&gt;
'''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the divine magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power.''' Gain 1 Divine Power. Each time you level up and take a talent with the divine magic tag, you gain +1 Divine Power.&lt;br /&gt;
&lt;br /&gt;
'''Disciple.''' Gain access to the Divine Magic stack. Gain two talents from the Divine Magic stack. (You do not gain additional SP or Divine Power from these selections.)&lt;br /&gt;
&lt;br /&gt;
'''Divinity.''' Your magic attribute is CHA unless another talent says otherwise.&lt;br /&gt;
|''Divine Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn one prayer, one divine ritual, and two divine spells.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two divine rituals.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four divine spells.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prayers'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three divine prayers.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Theological Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the knowledge tag. &lt;br /&gt;
Learn one divine ritual.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Force of Belief'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the influence tag. &lt;br /&gt;
Learn one divine spell.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Quickened Recovery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Quickened Recovery (1/Recoup).''' When casting a spell with the evoking tag to restore HP, reduce its APC by 1 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Recovery II'''&lt;br /&gt;
|Quickened Recovery&lt;br /&gt;
|Quickened Recovery reduces the spell’s APC by 2 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spark of Life'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Spark of Life ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spark of Life (Divine Power/Rest).''' You may spend 1 AP and 1 SP to restore 1 HP to a creature that you touch, provided that the creature already has at least 1 HP.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sanctified Wards ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sanctified Wards (1/Recoup).''' When you cast a divine spell with the warding tag, reduce its SPC by 2 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards II'''&lt;br /&gt;
|Sanctified Wards&lt;br /&gt;
|Sanctified Wards now reduces the spell’s SPC by 4 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards III'''&lt;br /&gt;
|Sanctified Wards II&lt;br /&gt;
|Sanctified Wards also allows you to reduce the spells APC by 1 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards IV'''&lt;br /&gt;
|Sanctified Wards III&lt;br /&gt;
|Sanctified Wards becomes 3/Recoup.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplicant's Reward'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Supplicant’s Reward ability.&lt;br /&gt;
&lt;br /&gt;
* '''Supplicant’s Reward.''' When you cast a spell, prayer, or ritual that affects consumable food or drink, such as purifying it of poison, or transmuting it from water into an alcoholic beverage, you may also magically conjure one day’s worth of rations as part of the same spell, prayer, or ritual.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Occult Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Initiate of the Occult'''&lt;br /&gt;
|&lt;br /&gt;
|Having augmented yourself with strange powers, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the occult magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Power.''' Gain 1 Occult Power. Each time you level up and take a talent with the occult magic tag, you gain +1 Occult Power.&lt;br /&gt;
* '''Initiate.''' Gain access to the Occult Magic stack. Gain two talents from the Occult Magic stack. (You do not gain additional SP or Occult Power from these selections.)&lt;br /&gt;
* '''Occultism.''' Your magic attribute is CHA unless another talent says otherwise.&lt;br /&gt;
|''Occult Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Chants'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three occult chants.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two occult chants, two occult rituals, and one occult spell.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four occult rituals.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two occult spells.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Savant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' When you make a roll that could result in you suffering dark power, you reduce the highest possible dark power number by 1 (e.g., from a roll of 1-5 to a roll of 1-4). A roll of 1 always triggers dark power.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Mastery'''&lt;br /&gt;
|Dark Power Savant x4&lt;br /&gt;
|Dark Power Savant can reduce your chances of dark power to 0, even if you roll a 1.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Darkness'''&lt;br /&gt;
|&lt;br /&gt;
|When on a plane of existence that has days and nights, if you Recoup and it is nighttime, gain Resist Energy +3 for the next 4 hours.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Esoteric Ritualist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose two spells that you know with the ritualize tag. The first time you cast either spell as a ritual after you Take a Rest, it does not expend a use of the ritual.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Radiance'''&lt;br /&gt;
|&lt;br /&gt;
|When on a plane of existence that has days and nights, if you Recoup and it is daytime, add +1d4 fire damage to chants that deal damage.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Unholy Rites ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unholy Rites (1/Week).''' When you enter the space of a religious order, such as a temple, you may steal a sliver of power from one god associated with that temple. Your MC will choose a Divine Icon from the Cleric stack based on the relevant god; you can use that Icon ability one time in the next 24 hours.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warden of the Primal'''&lt;br /&gt;
|&lt;br /&gt;
|Having cultivated a connection to the energy of the Everwilds, you can cast primal magic. You gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the primal magic tag, gain +5 SP.&lt;br /&gt;
* '''Primal Power.''' Gain 1 Primal Power. Each time you level up and take a talent with the primal magic tag, you gain +1 Primal Power.&lt;br /&gt;
* '''Warden.''' Gain access to the Primal Magic stack. Gain two talents from the Primal Magic stack. (You do not gain additional SP or Primal Power from these selections.)&lt;br /&gt;
* '''Primeval Strength.''' Your magic attribute is AWR unless another talent says otherwise.&lt;br /&gt;
|''Primal Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Chant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four primal chants.&lt;br /&gt;
|''Primal Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Invocations'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two primal invocations.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three primal chants and two primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the survival tag. &lt;br /&gt;
Learn two primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Primal Recovery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Recovery (1/Rest).''' When Recouping, if you are in an area of unmitigated wilderness, regain 5 SP.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery II'''&lt;br /&gt;
|Primal Recovery, Primal Power 5&lt;br /&gt;
|Primal Recovery becomes: Regain a number of SP equal to your Primal Power.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivated Wilds'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Everwilds Affinity&lt;br /&gt;
|You may now use your Primal Recovery ability in any area outdoors that is predominantly nature, such as a garden or park.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Everwilds Affinity'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Cultivated Wilds&lt;br /&gt;
|When using your Primal Recovery ability, regain a number of SP equal to double your Primal Power.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery III'''&lt;br /&gt;
|Primal Recovery II, Primal Power 13&lt;br /&gt;
|Primal Recovery becomes 2/Rest.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adept of the Psionic'''&lt;br /&gt;
|&lt;br /&gt;
|Having opened yourself to psionic power, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Aptitude.''' You manifest one psionic aptitude. When you cast psionic spells of that aptitude with the manifestation tag, they cost 0 SP for you.&lt;br /&gt;
* '''Spell Points.''' If this is the first magic entry talent you have taken, gain 10 Sell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the psionic magic tag, you gain +5 max SP.&lt;br /&gt;
* '''Psionic Power.''' Gain 1 Psionic Power. Each time you level up and take a talent with the psionic magic tag, you gain +1 Psionic Power.&lt;br /&gt;
* '''Adept.''' Gain access to the Psionic Magic stack. Gain two talents from the Psionic Magic stack. (You do not gain additional SP or Psionic Power from these selections.)&lt;br /&gt;
* '''Psion.''' Your magic attribute is AWR unless another talent says otherwise.&lt;br /&gt;
|''Psionic Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clairsentent Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the clairsentience tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Telepath Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the telepathy tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychokinetic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the psychokinetics tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychometabolic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the psychometabolics tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metacreative Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the metacreativity tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Psionic Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn two new psionic spells.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Versatility'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Psionic Focus&lt;br /&gt;
|''Repeatable'' You gain another psionic aptitude.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Psionic Versatility&lt;br /&gt;
|''Repeatable.'' Spells that have the tag you chose as your psionic aptitude have their SPC reduced by 2 (min 1, unless they are manifestations).&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Concentration'''&lt;br /&gt;
|Enhanced Concentration&lt;br /&gt;
|While concentrating on a psionic spell, you gain the Exploit maneuver.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Body Sculptor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Body Sculptor (1/Level).''' You can shorten the meditation and recovery time from Body Sculpt to 8 hours each.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor II'''&lt;br /&gt;
|Body Sculptor&lt;br /&gt;
|Body Sculptor becomes 2/Level.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor III'''&lt;br /&gt;
|Body Sculptor II&lt;br /&gt;
|You can now cast Body Sculpt on others, as though it had a range of touch.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration'''&lt;br /&gt;
|&lt;br /&gt;
|When rolling concentration, you now roll 2d20 and take the higher result. Additionally, if you roll concentration and would fail, you can spend 1 Reactive AP to pass instead.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration II'''&lt;br /&gt;
|Level 12, Enhanced Concentration&lt;br /&gt;
|You can now concentrate on two spells. However, when concentrating on two spells, your concentration DC increases by 4. If you fail a concentration check, you lose concentration on both spells.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration III'''&lt;br /&gt;
|Ehanced Concentration II&lt;br /&gt;
|When concentrating on one or more spells, you cannot lose concentration on the spell that you have been concentrating on for the longest time.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration IV'''&lt;br /&gt;
|Level 24, Enhanced Concentration III&lt;br /&gt;
|You can now concentrate on three spells at once, and your DC for concentration can not exceed 12. If you fail a concentration check, you lose concentration on all spells except for the one that Enhanced Concentration III preserves.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meditative Rest'''&lt;br /&gt;
|&lt;br /&gt;
|You can remain partially aware of your surroundings while you sleep – able to wake at will, at a moment’s notice (this takes 1 Reactive AP).&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meditative Rest II'''&lt;br /&gt;
|Meditative Rest&lt;br /&gt;
|You now only need 4 hours of sleep.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Mind'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose two psionic spells that you know with the conjuring tag. Their conjuring value is lowered by 1 (min 1).&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=14098</id>
		<title>Magic Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=14098"/>
		<updated>2025-11-06T19:15:18Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
== Arcane Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Student of the Arcane'''&lt;br /&gt;
|&lt;br /&gt;
|Having tapped into the Fundamental Wellspring and achieved Attunation, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the arcane magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Power.''' Gain 1 Arcane Power. Each time you level up and take a talent with the arcane magic tag, you gain +1 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Spells.''' You know a number of arcane cantrips and spells equal to your Arcane Power + INT. Each time this number increases, learn another arcane cantrip or spell.&lt;br /&gt;
&lt;br /&gt;
'''Student.''' Gain access to the Arcane Magic stack. Gain two talents from the Arcane Magic stack. (You do not gain additional SP or Arcane Power from these selections.)&lt;br /&gt;
&lt;br /&gt;
'''Arcanist.''' Your magic attribute is INT unless another talent says otherwise.&lt;br /&gt;
|''Arcane Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Cantrips'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain three arcane cantrips.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Knowledge'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain one arcane spell or cantrip, and gain +4 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain two arcane cantrips and one arcane spell..&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain two arcane spells.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear Thoughts'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You permanently lose 3d4 max HP and can reallocate all talent points that have given you Arcane Power. You cannot reassign Student of the Arcane or Clear Thoughts. If reassigning would cause you to know fewer spells, you can choose which spells you forget. You must spend 8 uninterrupted hours in Attunation to achieve this, and rest for 8 hours following this process. If you are interrupted, you must start the process over. Your talent point changes do not take effect until you have finished the entire process. Taking this talent again does allow you to reallocate the previous uses of this talent, but does not cause you to regain the lost max HP.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Cold Focus, Necrotic Focus&lt;br /&gt;
|Your magical abilities that deal fire damage now ignore Resist, but you can no longer cast magical abilities that deal cold damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus II'''&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Resist Fire +3, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus III'''&lt;br /&gt;
|Fire Focus II&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Resist Fire +3, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus IV'''&lt;br /&gt;
|Fire Focus III&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Immune Fire, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Fire Focus, Necrotic Focus&lt;br /&gt;
|Your magical abilities that deal cold damage now ignore Resist, but you can no longer cast magical abilities that deal fire damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus II'''&lt;br /&gt;
|Cold Focus&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Resist Cold +3, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus III'''&lt;br /&gt;
|Cold Focus II&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Resist Cold +3, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus IV'''&lt;br /&gt;
|Cold Focus III&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Immune Cold, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|When you Recoup, you may regain 1d4 SP. If you do, you do not naturally regain HP during that Recoup.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery II'''&lt;br /&gt;
|Fundamental Recovery&lt;br /&gt;
|You now regain 2d4 SP from Fundamental Recovery.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery III'''&lt;br /&gt;
|Fundamental Recovery II&lt;br /&gt;
|When you use your Fundamental Recovery ability, you can still naturally regain HP as part of the same Recoup.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery IV'''&lt;br /&gt;
|Fundamental Recovery III&lt;br /&gt;
|You now regain 3d4 SP from Fundamental Recovery.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Cold Focus, Fire Focus&lt;br /&gt;
|Your magical abilities that deal necrotic damage now ignore Resist, but you can no longer cast magical abilities that deal radiant damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus II'''&lt;br /&gt;
|Necrotic Focus&lt;br /&gt;
|The first time you deal necrotic damage with a magical ability after Taking a Rest, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus III'''&lt;br /&gt;
|Necrotic Focus II&lt;br /&gt;
|The first time you deal necrotic damage with a magical ability after Recouping, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus IV'''&lt;br /&gt;
|Necrotic Focus III&lt;br /&gt;
|When you deal necrotic damage with a magical ability, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciple of the Divine'''&lt;br /&gt;
|&lt;br /&gt;
|Having opened yourself to divine power, you gain the following benefits.&lt;br /&gt;
'''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the divine magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power.''' Gain 1 Divine Power. Each time you level up and take a talent with the divine magic tag, you gain +1 Divine Power.&lt;br /&gt;
&lt;br /&gt;
'''Disciple.''' Gain access to the Divine Magic stack. Gain two talents from the Divine Magic stack. (You do not gain additional SP or Divine Power from these selections.)&lt;br /&gt;
&lt;br /&gt;
'''Divinity.''' Your magic attribute is CHA unless another talent says otherwise.&lt;br /&gt;
|''Divine Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn one prayer, one divine ritual, and two divine spells.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two divine rituals.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four divine spells.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prayers'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three divine prayers.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Theological Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the knowledge tag. &lt;br /&gt;
Learn one divine ritual.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Force of Belief'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the influence tag. &lt;br /&gt;
Learn one divine spell.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Quickened Recovery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Quickened Recovery (1/Recoup).''' When casting a spell with the evoking tag to restore HP, reduce its APC by 1 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Recovery II'''&lt;br /&gt;
|Quickened Recovery&lt;br /&gt;
|Quickened Recovery reduces the spell’s APC by 2 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spark of Life'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Spark of Life ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spark of Life (Divine Power/Rest).''' You may spend 1 AP and 1 SP to restore 1 HP to a creature that you touch, provided that the creature already has at least 1 HP.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sanctified Wards ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sanctified Wards (1/Recoup).''' When you cast a divine spell with the warding tag, reduce its SPC by 2 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards II'''&lt;br /&gt;
|Sanctified Wards&lt;br /&gt;
|Sanctified Wards now reduces the spell’s SPC by 4 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards III'''&lt;br /&gt;
|Sanctified Wards II&lt;br /&gt;
|Sanctified Wards also allows you to reduce the spells APC by 1 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards IV'''&lt;br /&gt;
|Sanctified Wards III&lt;br /&gt;
|Sanctified Wards becomes 3/Recoup.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplicant's Reward'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Supplicant’s Reward ability.&lt;br /&gt;
&lt;br /&gt;
* '''Supplicant’s Reward.''' When you cast a spell, prayer, or ritual that affects consumable food or drink, such as purifying it of poison, or transmuting it from water into an alcoholic beverage, you may also magically conjure one day’s worth of rations as part of the same spell, prayer, or ritual.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Occult Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Initiate of the Occult'''&lt;br /&gt;
|&lt;br /&gt;
|Having augmented yourself with strange powers, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the occult magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Power.''' Gain 1 Occult Power. Each time you level up and take a talent with the occult magic tag, you gain +1 Occult Power.&lt;br /&gt;
* '''Initiate.''' Gain access to the Occult Magic stack. Gain two talents from the Occult Magic stack. (You do not gain additional SP or Occult Power from these selections.)&lt;br /&gt;
* '''Occultism.''' Your magic attribute is CHA unless another talent says otherwise.&lt;br /&gt;
|''Occult Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Chants'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three occult chants.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two occult chants, two occult rituals, and one occult spell.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four occult rituals.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two occult spells.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Savant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' When you make a roll that could result in you suffering dark power, you reduce the highest possible dark power number by 1 (e.g., from a roll of 1-5 to a roll of 1-4). A roll of 1 always triggers dark power.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Master'''&lt;br /&gt;
|Dark Power Savant x4&lt;br /&gt;
|Dark Power Savant can reduce your chances of dark power to 0, even if you roll a 1.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Darkness'''&lt;br /&gt;
|&lt;br /&gt;
|When on a plane of existence that has days and nights, if you Recoup and it is nighttime, gain Resist Energy +3 for the next 4 hours.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Esoteric Ritualist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose two spells that you know with the ritualize tag. The first time you cast either spell as a ritual after you Take a Rest, it does not expend a use of the ritual.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Radiance'''&lt;br /&gt;
|&lt;br /&gt;
|When on a plane of existence that has days and nights, if you Recoup and it is daytime, add +1d4 fire damage to chants that deal damage.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Unholy Rites ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unholy Rites (1/Week).''' When you enter the space of a religious order, such as a temple, you may steal a sliver of power from one god associated with that temple. Your MC will choose a Divine Icon from the Cleric stack based on the relevant god; you can use that Icon ability one time in the next 24 hours.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warden of the Primal'''&lt;br /&gt;
|&lt;br /&gt;
|Having cultivated a connection to the energy of the Everwilds, you can cast primal magic. You gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the primal magic tag, gain +5 SP.&lt;br /&gt;
* '''Primal Power.''' Gain 1 Primal Power. Each time you level up and take a talent with the primal magic tag, you gain +1 Primal Power.&lt;br /&gt;
* '''Warden.''' Gain access to the Primal Magic stack. Gain two talents from the Primal Magic stack. (You do not gain additional SP or Primal Power from these selections.)&lt;br /&gt;
* '''Primeval Strength.''' Your magic attribute is AWR unless another talent says otherwise.&lt;br /&gt;
|''Primal Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Chant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four primal chants.&lt;br /&gt;
|''Primal Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Invocations'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two primal invocations.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three primal chants and two primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the survival tag. &lt;br /&gt;
Learn two primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Primal Recovery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Recovery (1/Rest).''' When Recouping, if you are in an area of unmitigated wilderness, regain 5 SP.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery II'''&lt;br /&gt;
|Primal Recovery, Primal Power 5&lt;br /&gt;
|Primal Recovery becomes: Regain a number of SP equal to your Primal Power.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivated Wilds'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Everwilds Affinity&lt;br /&gt;
|You may now use your Primal Recovery ability in any area outdoors that is predominantly nature, such as a garden or park.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Everwilds Affinity'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Cultivated Wilds&lt;br /&gt;
|When using your Primal Recovery ability, regain a number of SP equal to double your Primal Power.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery III'''&lt;br /&gt;
|Primal Recovery II, Primal Power 13&lt;br /&gt;
|Primal Recovery becomes 2/Rest.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adept of the Psionic'''&lt;br /&gt;
|&lt;br /&gt;
|Having opened yourself to psionic power, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Aptitude.''' You manifest one psionic aptitude. When you cast psionic spells of that aptitude with the manifestation tag, they cost 0 SP for you.&lt;br /&gt;
* '''Spell Points.''' If this is the first magic entry talent you have taken, gain 10 Sell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the psionic magic tag, you gain +5 max SP.&lt;br /&gt;
* '''Psionic Power.''' Gain 1 Psionic Power. Each time you level up and take a talent with the psionic magic tag, you gain +1 Psionic Power.&lt;br /&gt;
* '''Adept.''' Gain access to the Psionic Magic stack. Gain two talents from the Psionic Magic stack. (You do not gain additional SP or Psionic Power from these selections.)&lt;br /&gt;
* '''Psion.''' Your magic attribute is AWR unless another talent says otherwise.&lt;br /&gt;
|''Psionic Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clairsentent Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the clairsentience tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Telepath Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the telepathy tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychokinetic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the psychokinetics tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychometabolic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the psychometabolics tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metacreative Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the metacreativity tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Psionic Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn two new psionic spells.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Versatility'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Psionic Focus&lt;br /&gt;
|''Repeatable'' You gain another psionic aptitude.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Psionic Versatility&lt;br /&gt;
|''Repeatable.'' Spells that have the tag you chose as your psionic aptitude have their SPC reduced by 2 (min 1, unless they are manifestations).&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Concentration'''&lt;br /&gt;
|Enhanced Concentration&lt;br /&gt;
|While concentrating on a psionic spell, you gain the Exploit maneuver.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Body Sculptor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Body Sculptor (1/Level).''' You can shorten the meditation and recovery time from Body Sculpt to 8 hours each.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor II'''&lt;br /&gt;
|Body Sculptor&lt;br /&gt;
|Body Sculptor becomes 2/Level.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor III'''&lt;br /&gt;
|Body Sculptor II&lt;br /&gt;
|You can now cast Body Sculpt on others, as though it had a range of touch.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration'''&lt;br /&gt;
|&lt;br /&gt;
|When rolling concentration, you now roll 2d20 and take the higher result. Additionally, if you roll concentration and would fail, you can spend 1 Reactive AP to pass instead.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration II'''&lt;br /&gt;
|Level 12, Enhanced Concentration&lt;br /&gt;
|You can now concentrate on two spells. However, when concentrating on two spells, your concentration DC increases by 4. If you fail a concentration check, you lose concentration on both spells.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration III'''&lt;br /&gt;
|Ehanced Concentration II&lt;br /&gt;
|When concentrating on one or more spells, you cannot lose concentration on the spell that you have been concentrating on for the longest time.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration IV'''&lt;br /&gt;
|Level 24, Enhanced Concentration III&lt;br /&gt;
|You can now concentrate on three spells at once, and your DC for concentration can not exceed 12. If you fail a concentration check, you lose concentration on all spells except for the one that Enhanced Concentration III preserves.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meditative Rest'''&lt;br /&gt;
|&lt;br /&gt;
|You can remain partially aware of your surroundings while you sleep – able to wake at will, at a moment’s notice (this takes 1 Reactive AP).&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meditative Rest II'''&lt;br /&gt;
|Meditative Rest&lt;br /&gt;
|You now only need 4 hours of sleep.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Mind'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose two psionic spells that you know with the conjuring tag. Their conjuring value is lowered by 1 (min 1).&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=14097</id>
		<title>Magic Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=14097"/>
		<updated>2025-11-06T18:32:33Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
== Arcane Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Student of the Arcane'''&lt;br /&gt;
|&lt;br /&gt;
|Having tapped into the Fundamental Wellspring and achieved Attunation, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the arcane magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Power.''' Gain 1 Arcane Power. Each time you level up and take a talent with the arcane magic tag, you gain +1 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Spells.''' You know a number of arcane cantrips and spells equal to your Arcane Power + INT. Each time this number increases, learn another arcane cantrip or spell.&lt;br /&gt;
&lt;br /&gt;
'''Student.''' Gain access to the Arcane Magic stack. Gain two talents from the Arcane Magic stack. (You do not gain additional SP or Arcane Power from these selections.)&lt;br /&gt;
&lt;br /&gt;
'''Arcanist.''' Your magic attribute is INT unless another talent says otherwise.&lt;br /&gt;
|''Arcane Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Cantrips'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain three arcane cantrips.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Knowledge'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain one arcane spell or cantrip, and gain +4 Skill Points that you can spend on any skills with the knowledge tag.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain two arcane cantrips and one arcane spell..&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain two arcane spells.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear Thoughts'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You permanently lose 3d4 max HP and can reallocate all talent points that have given you Arcane Power. You cannot reassign Student of the Arcane or Clear Thoughts. If reassigning would cause you to know fewer spells, you can choose which spells you forget. You must spend 8 uninterrupted hours in Attunation to achieve this, and rest for 8 hours following this process. If you are interrupted, you must start the process over. Your talent point changes do not take effect until you have finished the entire process. Taking this talent again does allow you to reallocate the previous uses of this talent, but does not cause you to regain the lost max HP.&lt;br /&gt;
|''Arcane Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Cold Focus, Necrotic Focus&lt;br /&gt;
|Your magical abilities that deal fire damage now ignore Resist, but you can no longer cast magical abilities that deal cold damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus II'''&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Resist Fire +3, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus III'''&lt;br /&gt;
|Fire Focus II&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Resist Fire +3, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus IV'''&lt;br /&gt;
|Fire Focus III&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal fire damage, Immune Fire, and Vulnerable Cold +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Fire Focus, Necrotic Focus&lt;br /&gt;
|Your magical abilities that deal cold damage now ignore Resist, but you can no longer cast magical abilities that deal fire damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus II'''&lt;br /&gt;
|Cold Focus&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Resist Cold +3, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus III'''&lt;br /&gt;
|Cold Focus II&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Resist Cold +3, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus IV'''&lt;br /&gt;
|Cold Focus III&lt;br /&gt;
|Gain +1 to hit with magical abilities that deal cold damage, Immune Cold, and Vulnerable Fire +1.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|When you Recoup, you may regain 1d4 SP. If you do, you do not naturally regain HP during that Recoup.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery II'''&lt;br /&gt;
|Fundamental Recovery&lt;br /&gt;
|You now regain 2d4 SP from Fundamental Recovery.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery III'''&lt;br /&gt;
|Fundamental Recovery II&lt;br /&gt;
|When you use your Fundamental Recovery ability, you can still naturally regain HP as part of the same Recoup.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery IV'''&lt;br /&gt;
|Fundamental Recovery III&lt;br /&gt;
|You now regain 3d4 SP from Fundamental Recovery.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Cold Focus, Fire Focus&lt;br /&gt;
|Your magical abilities that deal necrotic damage now ignore Resist, but you can no longer cast magical abilities that deal radiant damage.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus II'''&lt;br /&gt;
|Necrotic Focus&lt;br /&gt;
|The first time you deal necrotic damage with a magical ability after Taking a Rest, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus III'''&lt;br /&gt;
|Necrotic Focus II&lt;br /&gt;
|The first time you deal necrotic damage with a magical ability after Recouping, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus IV'''&lt;br /&gt;
|Necrotic Focus III&lt;br /&gt;
|When you deal necrotic damage with a magical ability, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciple of the Divine'''&lt;br /&gt;
|&lt;br /&gt;
|Having opened yourself to divine power, you gain the following benefits.&lt;br /&gt;
'''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the divine magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power.''' Gain 1 Divine Power. Each time you level up and take a talent with the divine magic tag, you gain +1 Divine Power.&lt;br /&gt;
&lt;br /&gt;
'''Disciple.''' Gain access to the Divine Magic stack. Gain two talents from the Divine Magic stack. (You do not gain additional SP or Divine Power from these selections.)&lt;br /&gt;
&lt;br /&gt;
'''Divinity.''' Your magic attribute is CHA unless another talent says otherwise.&lt;br /&gt;
|''Divine Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn one prayer, one divine ritual, and two divine spells.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two divine rituals.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four divine spells.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prayers'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three divine prayers.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Theological Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the knowledge tag. &lt;br /&gt;
Learn one divine ritual.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Force of Belief'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the influence tag. &lt;br /&gt;
Learn one divine spell.&lt;br /&gt;
|''Divine Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Quickened Recovery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Quickened Recovery (1/Recoup).''' When casting a spell with the evoking tag to restore HP, reduce its APC by 1 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Recovery II'''&lt;br /&gt;
|Quickened Recovery&lt;br /&gt;
|Quickened Recovery reduces the spell’s APC by 2 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spark of Life'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Spark of Life ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spark of Life (Divine Power/Rest).''' You may spend 1 AP and 1 SP to restore 1 HP to a creature that you touch, provided that the creature already has at least 1 HP.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sanctified Wards ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sanctified Wards (1/Recoup).''' When you cast a divine spell with the warding tag, reduce its SPC by 2 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Ward II'''&lt;br /&gt;
|Sanctified Wards&lt;br /&gt;
|Sanctified Wards now reduces the spell’s SPC by 4 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Santified Ward III'''&lt;br /&gt;
|Sanctified Wards II&lt;br /&gt;
|Sanctified Wards also allows you to reduce the spells APC by 1 (min 1).&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Ward IV'''&lt;br /&gt;
|Sanctified Wards III&lt;br /&gt;
|Sanctified Wards becomes 3/Recoup.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplicant's Reward'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Supplicant’s Reward ability.&lt;br /&gt;
&lt;br /&gt;
* '''Supplicant’s Reward.''' When you cast a spell, prayer, or ritual that affects consumable food or drink, such as purifying it of poison, or transmuting it from water into an alcoholic beverage, you may also magically conjure one day’s worth of rations as part of the same spell, prayer, or ritual.&lt;br /&gt;
|''Divine Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Occult Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Initiate of the Occult'''&lt;br /&gt;
|&lt;br /&gt;
|Having augmented yourself with strange powers, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the occult magic tag, you gain +5 SP.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Power.''' Gain 1 Occult Power. Each time you level up and take a talent with the occult magic tag, you gain +1 Occult Power.&lt;br /&gt;
* '''Initiate.''' Gain access to the Occult Magic stack. Gain two talents from the Occult Magic stack. (You do not gain additional SP or Occult Power from these selections.)&lt;br /&gt;
* '''Occultism.''' Your magic attribute is CHA unless another talent says otherwise.&lt;br /&gt;
|''Occult Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Chants'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three occult chants.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two occult chants, two occult rituals, and one occult spell.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four occult rituals.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two occult spells.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Savant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' When you make a roll that could result in you suffering dark power, you reduce the highest possible dark power number by 1 (e.g., from a roll of 1-5 to a roll of 1-4). A roll of 1 always triggers dark power.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Master'''&lt;br /&gt;
|Dark Power Savant x4&lt;br /&gt;
|Dark Power Savant can reduce your chances of dark power to 0, even if you roll a 1.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Darkness'''&lt;br /&gt;
|&lt;br /&gt;
|When on a plane of existence that has days and nights, if you Recoup and it is nighttime, gain Resist Energy +3 for the next 4 hours.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Esoteric Ritualist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose two spells that you know with the ritualize tag. The first time you cast either spell as a ritual after you Take a Rest, it does not expend a use of the ritual.&lt;br /&gt;
|''Occult Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Radiance'''&lt;br /&gt;
|&lt;br /&gt;
|When on a plane of existence that has days and nights, if you Recoup and it is daytime, add +1d4 fire damage to chants that deal damage.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Unholy Rites ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unholy Rites (1/Week).''' When you enter the space of a religious order, such as a temple, you may steal a sliver of power from one god associated with that temple. Your MC will choose a Divine Icon from the Cleric stack based on the relevant god; you can use that Icon ability one time in the next 24 hours.&lt;br /&gt;
|''Occult Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warden of the Primal'''&lt;br /&gt;
|&lt;br /&gt;
|Having cultivated a connection to the energy of the Everwilds, you can cast primal magic. You gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Spell Points.''' If this is your first magic entry talent, gain 10 Spell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the primal magic tag, gain +5 SP.&lt;br /&gt;
* '''Primal Power.''' Gain 1 Primal Power. Each time you level up and take a talent with the primal magic tag, you gain +1 Primal Power.&lt;br /&gt;
* '''Warden.''' Gain access to the Primal Magic stack. Gain two talents from the Primal Magic stack. (You do not gain additional SP or Primal Power from these selections.)&lt;br /&gt;
* '''Primeval Strength.''' Your magic attribute is AWR unless another talent says otherwise.&lt;br /&gt;
|''Primal Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Chant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four primal chants.&lt;br /&gt;
|''Primal Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Invocations'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two primal invocations.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three primal chants and two primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points that you can spend on any skills with the survival tag. &lt;br /&gt;
Learn two primal spells.&lt;br /&gt;
|''Primal Magic,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Primal Recovery ability.&lt;br /&gt;
&lt;br /&gt;
* '''Primal Recovery (1/Rest).''' When Recouping, if you are in an area of unmitigated wilderness, regain 5 SP.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery II'''&lt;br /&gt;
|Primal Recovery, Primal Power 5&lt;br /&gt;
|Primal Recovery becomes: Regain a number of SP equal to your Primal Power.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivated Wilds'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Everwilds Affinity&lt;br /&gt;
|You may now use your Primal Recovery ability in any area outdoors that is predominantly nature, such as a garden or park.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Everwilds Affinity'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Cultivated Wilds&lt;br /&gt;
|When using your Primal Recovery ability, regain a number of SP equal to double your Primal Power.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery III'''&lt;br /&gt;
|Primal Recovery II, Primal Power 13&lt;br /&gt;
|Primal Recovery becomes 2/Rest.&lt;br /&gt;
|''Primal Magic''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adept of the Psionic'''&lt;br /&gt;
|&lt;br /&gt;
|Having opened yourself to psionic power, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Aptitude.''' You manifest one psionic aptitude. When you cast psionic spells of that aptitude with the manifestation tag, they cost 0 SP for you.&lt;br /&gt;
* '''Spell Points.''' If this is the first magic entry talent you have taken, gain 10 Sell Points. Otherwise, gain +5 SP. Each time you level up and take a talent with the psionic magic tag, you gain +5 max SP.&lt;br /&gt;
* '''Psionic Power.''' Gain 1 Psionic Power. Each time you level up and take a talent with the psionic magic tag, you gain +1 Psionic Power.&lt;br /&gt;
* '''Adept.''' Gain access to the Psionic Magic stack. Gain two talents from the Psionic Magic stack. (You do not gain additional SP or Psionic Power from these selections.)&lt;br /&gt;
* '''Psion.''' Your magic attribute is AWR unless another talent says otherwise.&lt;br /&gt;
|''Psionic Magic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clairsentent Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the clairsentience tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Telepath Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the telepathy tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychokinetic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the psychokinetics tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychometabolic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the psychometabolics tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metacreative Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the metacreativity tag.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Psionic Spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn two new psionic spells.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Versatility'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Psionic Focus&lt;br /&gt;
|''Repeatable'' You gain another psionic aptitude.&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Psionic Versatility&lt;br /&gt;
|''Repeatable.'' Spells that have the tag you chose as your psionic aptitude have their SPC reduced by 2 (min 1, unless they are manifestations).&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Concentration'''&lt;br /&gt;
|Enhanced Concentration&lt;br /&gt;
|While concentrating on a psionic spell, you gain the Exploit maneuver.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Body Sculptor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Body Sculptor (1/Level).''' You can shorten the meditation and recovery time from Body Sculpt to 8 hours each.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor II'''&lt;br /&gt;
|Body Sculptor&lt;br /&gt;
|Body Sculptor becomes 2/Level.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor III'''&lt;br /&gt;
|Body Sculptor II&lt;br /&gt;
|You can now cast Body Sculpt on others, as though it had a range of touch.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration'''&lt;br /&gt;
|&lt;br /&gt;
|When rolling concentration, you now roll 2d20 and take the higher result. Additionally, if you roll concentration and would fail, you can spend 1 Reactive AP to pass instead.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration II'''&lt;br /&gt;
|Level 12, Enhanced Concentration&lt;br /&gt;
|You can now concentrate on two spells. However, when concentrating on two spells, your concentration DC increases by 4. If you fail a concentration check, you lose concentration on both spells.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration III'''&lt;br /&gt;
|Ehanced Concentration II&lt;br /&gt;
|When concentrating on one or more spells, you cannot lose concentration on the spell that you have been concentrating on for the longest time.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration IV'''&lt;br /&gt;
|Level 24, Enhanced Concentration III&lt;br /&gt;
|You can now concentrate on three spells at once, and your DC for concentration can not exceed 12. If you fail a concentration check, you lose concentration on all spells except for the one that Enhanced Concentration III preserves.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meditative Rest'''&lt;br /&gt;
|&lt;br /&gt;
|You can remain partially aware of your surroundings while you sleep – able to wake at will, at a moment’s notice (this takes 1 Reactive AP).&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meditative Rest II'''&lt;br /&gt;
|Meditative Rest&lt;br /&gt;
|You now only need 4 hours of sleep.&lt;br /&gt;
|''Psionic Magic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Mind'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose two psionic spells that you know with the conjuring tag. Their conjuring value is lowered by 1 (min 1).&lt;br /&gt;
|''Psionic Magic, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Zealot&amp;diff=14096</id>
		<title>Zealot</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Zealot&amp;diff=14096"/>
		<updated>2025-11-06T15:00:52Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Hondu Zealot.png|thumb|Chauncey]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;No matter the adversity, I hold to my convictions. I will bring light to the shadow, food to the hungry, and comfort to the afflicted. I will stand as a shield for those who cannot defend themselves, and a sentinel for the weary. For I am a good boy.&amp;quot; - [[Chauncey]]&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
You have always been a serious person. As a child you took playing with a somber gravity and it greatly upset you when another child broke the rules. In your adolescence you were often dismayed by the lackadaisical nature of your contemporaries. At some point along the way, you found a cause to which you dedicated your very soul. This transformation has led you to seek out a sacred order or deity to whom you have pledged your allegiance. You now strive to undertake acts of selflessness and zeal for the betterment of the world in accordance with the tenets of your faith.&lt;br /&gt;
&lt;br /&gt;
You are undoubtedly dedicated to your beliefs with keen resolve. How do you approach those who do not share your convictions? Do you seek to persuade folk to adopt your tenets as their own, or do you try to learn the beliefs of other creatures and the reasons behind those beliefs? Maybe you engage in a mix of both approaches.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Zealot Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Aura Track|Aura.]]''' Gain powerful auras that bolster yourself and your allies against the encroaching darkness.&lt;br /&gt;
&lt;br /&gt;
[[Zealot#Aura Enhancements|'''Aura Enhancements.''']] By attuning yourself with your divine cause, improve the ways that you can use your auras.&lt;br /&gt;
&lt;br /&gt;
[[Zealot#Cavalier Track|'''Cavalier'''.]] Bond with a mystic steed, on whom you can ride into battle.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Consecrated Blade Track|Consecrated Blade.]]''' You can enchant a weapon, turning it into a powerful artifact capable of smiting evil wherever it might lurk.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Crusader Track|Crusader.]]''' As a sword for the just and a shield for the innocent, you lead a crusade against the forces of evil.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Holy Cause Track|Holy Cause.]]''' Your very presence is enough to help other creatures remain true to their convictions, even against strong temptations.&lt;br /&gt;
&lt;br /&gt;
[[Zealot#Reputation Track|'''Reputation'''.]] Your reputation precedes you, for good or ill, and you are never treated as simply an innocuous traveler.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Hellbound Track|Hellbound.]]''' ''Harker's Guide to Vampire Hunting.'' Having descended into Hell and emerged with an otherworldly command of fire, fuel your weapon’s strikes with wrathful brimstone.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Oath of the Saints Track|Oath of the Saints.]]''' ''Harker's Guide to Vampire Hunting.'' A path walked by zealots who seek not to merely venerate the saints and martyrs who came before them, but to embody them,&lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Zealot Entry Talent ===&lt;br /&gt;
After gaining the Zealot Entry talent, you can take talents from any of the Zealot subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Just Defender.''' Gain one talent from the Defense stack.&lt;br /&gt;
&lt;br /&gt;
'''Holy Cause.''' Gain the Holy Cause ability. &lt;br /&gt;
&lt;br /&gt;
* '''Holy Cause (2/Rest).''' You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only currently able to cancel the Charmed condition with this ability.&lt;br /&gt;
&lt;br /&gt;
'''Aura'''. Gain one Aura talent of your choice and gain the Aura ability. &lt;br /&gt;
&lt;br /&gt;
* '''Aura (AWR/Rest).''' Spend 3 AP to activate your Aura. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP) or activate another Aura. Your Aura’s radius is 10 ft.&lt;br /&gt;
&lt;br /&gt;
'''Divine.''' You gain +1 Divine Power from this talent and from every talent you take in the Zealot stack. You do not gain additional SP unless noted in an individual talent.&lt;br /&gt;
|''Zealot, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aura Track ===&lt;br /&gt;
[[File:AuraTrack.png|center|frameless|703x703px|Aura Enhancement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aura&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius deal +2 damage whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression II'''&lt;br /&gt;
|Aura of Aggression, Divine Power 7&lt;br /&gt;
|You and all creatures of your choice within your Aura of Aggression now deal +5 damage whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression III'''&lt;br /&gt;
|Aura of Aggression II, Divine Power 12&lt;br /&gt;
|You and all creatures of your choice within your Aura of Aggression now deal additional damage equal to your AWR (min 5) whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Protection'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius gain +1 to their mental defenses.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Protection''' &lt;br /&gt;
|Aura of Protection&lt;br /&gt;
|Your Aura of Protection applies to creatures’ physical defenses as well.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Protection II'''&lt;br /&gt;
|Bodily Protection, Divine Power 7&lt;br /&gt;
|Your Aura of Protection applies to creatures’ AR as well.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark''' &lt;br /&gt;
|Aura of Protection&lt;br /&gt;
|Your Aura of Protection increases creatures’ defenses by +1.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark II'''&lt;br /&gt;
|Bulwark&lt;br /&gt;
|Your Aura of Protection now increases creatures’ defenses by +2.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark III'''&lt;br /&gt;
|Bulwark II&lt;br /&gt;
|Your Aura of Protection now increases creatures’ defenses by +3.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius gain DR 1/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction II'''&lt;br /&gt;
|Aura of Reduction, Divine Power 7&lt;br /&gt;
|Aura of Reduction grants targets DR 2/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction III'''&lt;br /&gt;
|Aura of Reduction II, Divine Power 12&lt;br /&gt;
|Aura of Reduction grants targets DR 3/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Vitality''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius gain 1d6 Shield HP at the end of their turn.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Vitality II'''&lt;br /&gt;
|Aura of Vitality, Divine Power 12&lt;br /&gt;
|You and all creatures of your choice within your Aura do not gain Death Points at the end of their turn if they end their turn with 0 HP.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aura Enhancement Track ===&lt;br /&gt;
[[File:AuraEnhancementsTrack.png|center|frameless|560x560px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|By spending two uses of your Aura, you may use your Aura ability to activate two different Auras simultaneously.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura II'''&lt;br /&gt;
|Combined Aura&lt;br /&gt;
|By spending three uses of your Aura, you may use your Aura ability to activate three different Auras simultaneously.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura III'''&lt;br /&gt;
|Combined Aura II&lt;br /&gt;
|By spending four uses of your Aura, you may use your Aura ability to activate four different Auras simultaneously.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura II'''&lt;br /&gt;
|Extended Aura&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura III'''&lt;br /&gt;
|Extended Aura II&lt;br /&gt;
|Your Aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura IV'''&lt;br /&gt;
|Extended Aura III&lt;br /&gt;
|Your Aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura V'''&lt;br /&gt;
|Extended Aura IV&lt;br /&gt;
|Your Aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura VI'''&lt;br /&gt;
|Extended Aura V&lt;br /&gt;
|Your Aura’s radius extends by +20 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Aura becomes AWR/Recoup.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura II'''&lt;br /&gt;
|Frequent Aura, Zealot 7&lt;br /&gt;
|Aura becomes AWR/Catch Breath.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura III'''&lt;br /&gt;
|Frequent Aura II, Divine 24&lt;br /&gt;
|You have unlimited uses of your Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Your Aura costs 1 fewer AP to cast (min 1).&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Aura II''' &lt;br /&gt;
|Quickened Aura&lt;br /&gt;
|Your Aura costs 1 fewer AP to cast (min 1).&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You may use Reactive AP to activate your Aura, spending the normal number of AP that it costs you to cast your Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavalier Track ===&lt;br /&gt;
[[File:CavalierTrack.png|center|frameless|400x400px|Cavalier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a [[Draft Horse]] (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. You can choose your mount’s appearance and your mount has the divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it is just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion).&lt;br /&gt;
&lt;br /&gt;
Your mount’s max HP is always equal to your number of Zealot talents x5.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier''' &lt;br /&gt;
|Holy Mount&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag.&lt;br /&gt;
&lt;br /&gt;
You can mount and dismount your holy mount with 5 ft of movement instead of spending an AP to mount or dismount.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount II'''&lt;br /&gt;
|Cavalier&lt;br /&gt;
|Your holy mount’s stats improve. Add your Divine Power to its max HP, and all of its defenses increase by +1.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier II'''&lt;br /&gt;
|Holy Mount II&lt;br /&gt;
|You gain +1 MCAP while riding your holy mount.&lt;br /&gt;
&lt;br /&gt;
Gain one Cavalier ability from the Cavalier Abilities list.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount III'''&lt;br /&gt;
|Cavalier II&lt;br /&gt;
|Your mount can use the stats of a [[Riding Horse]] or [[Camel]] (your MC might choose to allow additional options). You can spend 1 MCAP on your turn to allow your mount to make one of their basic attacks.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier III'''&lt;br /&gt;
|Holy Mount III&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag.&lt;br /&gt;
&lt;br /&gt;
Gain a second Cavalier ability.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount IV'''&lt;br /&gt;
|Cavalier III&lt;br /&gt;
|Your mount can use the stats of a [[war horse|War Horse]] or [[Elk]] (your MC might choose to allow additional options). Your mount’s defenses increase by +1. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier IV'''&lt;br /&gt;
|Holy Mount IV&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag. &lt;br /&gt;
&lt;br /&gt;
Gain a third Cavalier ability.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount V'''&lt;br /&gt;
|Cavalier IV&lt;br /&gt;
|Your mount can use the stats of a [[Pegasus]] or [[Ponycorn]] (your MC might choose to allow additional options). Your mount’s defenses increase by +1.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier V'''&lt;br /&gt;
|Holy Mount V&lt;br /&gt;
|You gain +1 MCAP while riding your holy mount. Choose one of your Cavalier Abilities to become Enhanced.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavalier Abilities Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cavalier Ability&lt;br /&gt;
!Ability&lt;br /&gt;
!Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Invigorate''' &lt;br /&gt;
|Spend 1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP. (1/ Recoup)&lt;br /&gt;
|Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Lead the Charge'''&lt;br /&gt;
|When you move, you may spend 1 MCAP to allow a number of allies equal to your CHA to immediately move up to 1⁄2 their speed for 0 AP. (1/Recoup)&lt;br /&gt;
|When you move, you may spend 1 MCAP to allow a number of allies equal to your CHA to immediately move up to their speed for 0 AP. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier’s Charge'''&lt;br /&gt;
|When you use MCAP to move, you can spend +1 MCAP to make a weapon attack against a creature that you moved within melee reach of during movement. (1/Recoup)&lt;br /&gt;
|When you use MCAP to move, you can also make a weapon attack against a creature that you moved within melee reach of during movement. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Stampede''' &lt;br /&gt;
|Spend 2 MCAP to move and make a trample attack against up to 3 creatures that you moved next to. This does not provoke reactive attacks. (1/Recoup)&lt;br /&gt;
|Spend 2 MCAP to move and make a trample attack against any creatures that you moved next to. This does not provoke reactive attacks. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Together We Fall'''&lt;br /&gt;
|When you or your mount takes damage, you can reduce the damage by 1⁄2 CHA then split the remainder evenly between the two of you. (1/Recoup)&lt;br /&gt;
|When you or your mount takes damage, you can reduce the damage by CHA then split the remainder evenly between the two of you. (3/Recoup)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Consecrated Blade Track ===&lt;br /&gt;
[[File:ConsecratedBladeTrack.png|center|frameless|461x461px|Consecrated Blade Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Weapon'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Learn the [[Holy Weapon]] divine ritual, ignoring its Divine Power 7 prerequisite. If you already knew it, learn one divine ritual of your choice if you meet its prerequisites. &lt;br /&gt;
&lt;br /&gt;
A weapon you have blessed with the Holy Weapon ritual is your holy weapon while the ritual persists.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unwavering''' &lt;br /&gt;
|Holy Weapon&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athleticism or stamina tag.&lt;br /&gt;
&lt;br /&gt;
While wielding your holy weapon, you cannot be disarmed.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Weapon''' &lt;br /&gt;
|Unwavering&lt;br /&gt;
|Your holy weapon also deals +1d6 damage against the creature tag that you chose when you cast the ritual. When you cast the ritual choose whether the damage is physical, fire, radiant, or necrotic.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blessed Blade''' &lt;br /&gt;
|Ardent Weapon&lt;br /&gt;
|Any creature that can see you may use your holy weapon and gain its full benefits.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot's Resolve'''&lt;br /&gt;
|Blessed Blade&lt;br /&gt;
|While wielding your holy weapon, gain +1 to mental defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Arsenal''' &lt;br /&gt;
|Zealot’s Resolve&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Versatile Weapon&lt;br /&gt;
|Gain the Holy Arsenal ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Arsenal (1/Week).''' When you cast Holy Weapon, you can bless two weapons, choosing the same or different creature tags for each weapon.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blessed Blade II'''&lt;br /&gt;
|Holy Arsenal&lt;br /&gt;
|Any creature can use your holy weapon, even without seeing you.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Weapon''' &lt;br /&gt;
|Zealot’s Resolve&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Holy Arsenal&lt;br /&gt;
|Choose an extra creature tag when you cast Holy Weapon. Your holy weapon gains its benefits against creatures with either tag.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Weapon II'''&lt;br /&gt;
|Versatile Weapon&lt;br /&gt;
|Your holy weapon also has a +1 crit range against any creature tag that you chose.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consecrated Weapon''' &lt;br /&gt;
|Consecrated Blade 7&lt;br /&gt;
|Gain the Consecrate Weapon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Consecrate Weapon.''' When you cast Holy Weapon ritual, you may choose one weapon to be a Consecrated Weapon for the duration. It now has a +2 bonus to attack and damage rolls instead of +1.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot's Resolve II'''&lt;br /&gt;
|Consecrated Weapon&lt;br /&gt;
|Zealot’s Resolve becomes +1 to physical and mental defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Recall'''&lt;br /&gt;
|Zealot’s Resolve II&lt;br /&gt;
|Gain the Recall ability.&lt;br /&gt;
&lt;br /&gt;
* '''Recall.''' When within 200 ft of your holy weapon and you can draw an unobstructed line between your holy weapon and yourself, you can call your weapon back to your hand for 1 AP. If another creature is holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lance'''&lt;br /&gt;
|Recall&lt;br /&gt;
|Your Consecrated Weapon gains a 40 ft thrown range if it did not already have the thrown property.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ethereal Recall'''&lt;br /&gt;
|Recall&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bloody Recall&lt;br /&gt;
|When you use Recall, by spending +1 AP you no longer have to draw an unobstructed line as your weapon becomes ethereal and flies through walls. You no longer need to make an attack to recall it if another creature is holding it; you automatically succeed.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloody Recall'''&lt;br /&gt;
|Recall&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Ethereal Recall&lt;br /&gt;
|When you use Recall, you may spend +3 AP to attack all creatures in a line between you and your weapon as it returns to your hand.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Arsenal II'''&lt;br /&gt;
|Recall, Blessed Blade II&lt;br /&gt;
|Holy Arsenal becomes three weapons. &lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Weapon II'''&lt;br /&gt;
|Recall, Ardent Weapon II&lt;br /&gt;
|Choose an extra creature tag when you cast Holy Weapon. Your holy weapon gains its benefits against creatures with any of the tags that you chose.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reward'''&lt;br /&gt;
|Holy Arsenal II or Versatile Weapon II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Punishment&lt;br /&gt;
|A holy weapon made by your Holy Weapon ritual has 1 charge. A creature can cast [[Healing Touch]] for 0 SP using this charge.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Punishment''' &lt;br /&gt;
|Holy Arsenal II or Versatile Weapon II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Reward&lt;br /&gt;
|A holy weapon made by your Holy Weapon ritual has 1 charge. A creature can cast [[Shining Bolt]] for 0 SP using this charge. If a creature other than you is wielding this weapon, they use their magic attribute, or their CHA if they do not have a magic attribute.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consecrated Weapon II'''&lt;br /&gt;
|Reward or Punishment&lt;br /&gt;
|Your Consecrated Weapon bonus becomes +3 to attack and damage rolls.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot's Resolve III'''&lt;br /&gt;
|Consecrated Weapon II&lt;br /&gt;
|Zealot’s Resolve becomes +2 to physical and mental defenses and +1 to AR.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon of Legend''' &lt;br /&gt;
|Zealot’s Resolve III&lt;br /&gt;
|Your weapon has untold fame and your reputation benefits accordingly. Enemies might boastfully challenge you or act super deferential out of fear. Kings and generals will herald you with great feasts in your honor. Knights and soldiers will seek to learn from you.&lt;br /&gt;
&lt;br /&gt;
Your Consecrated Weapon bonus becomes +4 to attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
Reward/Punishment with Consecrated Weapons have 3 charges.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30''''': Cast Holy Weapon one final time on your Consecrated Weapon, making its effects permanent. Lose the Consecrate Weapon ability permanently, but Reward/Punishment with this weapon has 5 charges. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for another creature to bond with this item.&lt;br /&gt;
|''Zealot, Consecrated Blade, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crusader Track ===&lt;br /&gt;
[[File:CrusaderTrack.png|center|frameless|539x539px|Crusader Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Aspirant''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Gain rank 1 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature one additional time per week.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice'''&lt;br /&gt;
|Crusader Aspirant&lt;br /&gt;
|Gain the Divine Infusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Infusion (2/Rest).''' Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. The ally regains 1d10 HP, or the enemy you hit with the weapon takes +1d10 radiant damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice II'''&lt;br /&gt;
|Sword for Justice&lt;br /&gt;
|Choose a planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Divine Infusion, if the target has that tag or the undead tag, deal +1d10 radiant damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice III'''&lt;br /&gt;
|Sword for Justice II&lt;br /&gt;
|Gain the Cleanse ability.&lt;br /&gt;
&lt;br /&gt;
* '''Cleanse (2/Rest).''' Spend 3 AP to make a magical AWR attack against a creature’s WILL. On a hit, the creature takes 1d6 psychic damage and you can remove a condition from that creature: Focused, Protected, or Rallied. On a miss, you do not expend a use of this ability.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice IV'''&lt;br /&gt;
|Sword for Justice III&lt;br /&gt;
|When you use Divine Infusion, heal +1d10 HP if used on an ally.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent''' &lt;br /&gt;
|Crusader Aspirant&lt;br /&gt;
|Gain the Purge Unholy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Purge Unholy (2/Rest).''' Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile creature with the undead tag within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent II'''&lt;br /&gt;
|Shield the Innocent&lt;br /&gt;
|Choose one planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Purge Unholy, it targets both creatures with the undead tag and that choice.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent III'''&lt;br /&gt;
|Shield the Innocent II&lt;br /&gt;
|Gain the Intercede ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercede (2/Rest).''' When an ally within 30 ft of you takes damage, you take all the damage instead. The ally still suffers any other effects.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent IV'''&lt;br /&gt;
|Shield the Innocent III&lt;br /&gt;
|Creatures that you hit with Purge Unholy also take 1d8 radiant damage on a hit.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Postulant''' &lt;br /&gt;
|Crusader 5&lt;br /&gt;
|Gain the rank 2 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Page in your employ.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice V'''&lt;br /&gt;
|Sword for Justice IV, Crusader Postulant&lt;br /&gt;
|Cleanse now deals 2d6 damage and removes all three conditions.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice VI'''&lt;br /&gt;
|Sword for Justice V&lt;br /&gt;
|Cleanse costs 1 fewer AP (min 1) and becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice VII'''&lt;br /&gt;
|Sword for Justice VI&lt;br /&gt;
|Gain the Holy Sword Ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Sword.''' Spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice VIII'''&lt;br /&gt;
|Sword for Justice VII&lt;br /&gt;
|Gain the Cleansing Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Cleansing Fire (2/Rest).''' When you use Cleanse, you may also remove any passive spells or magical effects that are improving the creature’s stats, such as Minor Augmentation.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent V'''&lt;br /&gt;
|Shield the Innocent IV, Crusader Postulant&lt;br /&gt;
|When you use Intercede, you may also suffer any conditions or effects instead of your ally. Intercede becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VI'''&lt;br /&gt;
|Shield the Innocent V&lt;br /&gt;
|Gain the Second Wind ability.&lt;br /&gt;
&lt;br /&gt;
* '''Second Wind (1⁄2 AWR/Rest).''' If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VII'''&lt;br /&gt;
|Shield the Innocent VI&lt;br /&gt;
|Choose another creature tag from Shield the Innocent II. Purge Unholy works on all three creature tags. Purge Unholy also costs 1 fewer AP (min 1).&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VIII'''&lt;br /&gt;
|Shield the Innocent VII&lt;br /&gt;
|Gain the Holy Shield ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Shield (AWR/Rest).''' Spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Ordinant''' &lt;br /&gt;
|Crusader Postulant, Crusader 10&lt;br /&gt;
|Gain the rank 3 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Squire in your employ.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice IX'''&lt;br /&gt;
|Sword for Justice VIII, Crusader Ordinant&lt;br /&gt;
|Choose two more creature tags from Sword for Justice II. Divine Infusion damage applies to all three creature tags.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice X'''&lt;br /&gt;
|Sword for Justice IX&lt;br /&gt;
|Cleanse now deals 3d6 damage and becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice XI'''&lt;br /&gt;
|Sword for Justice X&lt;br /&gt;
|Regain one use of Divine Infusion when you Recoup. Divine Infusion becomes 1⁄2 AWR/Rest.&lt;br /&gt;
&lt;br /&gt;
When you roll the max on a Divine Infusion die that would heal HP or deal damage, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add all of those numbers together for your total healing or damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword for Justice XII'''&lt;br /&gt;
|Sword for Justice XI&lt;br /&gt;
|Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent IX'''&lt;br /&gt;
|Shield the Innocent VIII, Crusader Ordinant&lt;br /&gt;
|Purge Unholy does +1d8 radiant damage. Pick one more creature tag from Shield the Innocent II. Purge Unholy works against that tag as well.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent X'''&lt;br /&gt;
|Shield the Innocent IX&lt;br /&gt;
|When you use Intercede, reduce the damage you take by 1d6+AWR.&lt;br /&gt;
&lt;br /&gt;
Intercede becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent XI'''&lt;br /&gt;
|Shield the Innocent X&lt;br /&gt;
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes 1⁄2 AWR/Rest.&lt;br /&gt;
&lt;br /&gt;
When you roll the max number on a Purge Unholy die that would deal damage, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add all of those numbers together for your total damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent XII'''&lt;br /&gt;
|Shield the Innocent XI&lt;br /&gt;
|Second Wind now heals 1d8+AWR and becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Templar''' &lt;br /&gt;
|Crusader Ordinant, Crusader 14&lt;br /&gt;
|You are known far and wide as a defender of the weak and a devoted soldier to your ideals.&lt;br /&gt;
&lt;br /&gt;
Whenever you are within 30 miles of a settlement and you have at least 3 Goodwill in that settlement, you can intimidate potential foes when you roll Initiative. Any creature of a ML equal to or lower than 1⁄2 your level that can see you, or if they have heard tale or seen evidence of your presence (but you must actually be there), must make a CHA check against a DC of 10 + your CHA. On a failure, they are Shaken until they Take a Rest whenever you are within 30 ft of them. If they beat the DC or you become Bloodied, they are Immune to this ability until they Take a Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your character level, half of them will flee.&lt;br /&gt;
|''Zealot, Crusader, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Cause Track ===&lt;br /&gt;
[[File:HolyCauseTrack.png|center|frameless|538x538px|Holy Cause Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Cause II'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You may use Holy Cause to cancel the Shaken condition.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspirational''' &lt;br /&gt;
|Holy Cause II&lt;br /&gt;
|Gain the Inspirational ability.&lt;br /&gt;
&lt;br /&gt;
* '''Inspirational (CHA/Rest).''' While you have an Aura active, you may choose for affected creatures in the Aura to gain +1 TA while in the Aura.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands''' &lt;br /&gt;
|Inspirational&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lay on Hands (2/Rest).''' You may touch a creature and spend 2 AP to restore 3 HP to that creature.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspire Fear''' &lt;br /&gt;
|Lay on Hands&lt;br /&gt;
|Gain the Inspire Fear ability.&lt;br /&gt;
&lt;br /&gt;
* '''Inspire Fear (CHA/Rest).''' While you have an Aura active, you may spend 2 AP to impose 1 TD on all hostile creatures in the Aura while they remain in the Aura.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Inspire Fear&lt;br /&gt;
|Lay on Hands becomes 3/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Cause III'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Pious&lt;br /&gt;
|You may use Holy Cause to cancel the Enthralled condition.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Holy Cause III&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Pious ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pious (1/Week).''' You may touch a creature suffering from a common poison and instantaneously cure it.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fervent Leader''' &lt;br /&gt;
|Holy Cause 6&lt;br /&gt;
|Gain the Fervent Leader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fervent Leader (CHA/Rest).''' When an allied creature within range of your active Aura is hit by an attack that targets their ANT, LOG, or WILL, you may choose for it to hit you instead.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy''' &lt;br /&gt;
|Fervent Leader, Holy Cause&lt;br /&gt;
|Holy Cause becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious II'''&lt;br /&gt;
|Fervent Leader, Pious&lt;br /&gt;
|Pious can also cure common diseases.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Holy Cause 8&lt;br /&gt;
|Lay on Hands becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy II'''&lt;br /&gt;
|Lay on Hands III, Ever Holy&lt;br /&gt;
|Holy Cause recharges AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious III'''&lt;br /&gt;
|Lay on Hands III, Pious II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
&lt;br /&gt;
Pious becomes 2/Week.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalwart Leader''' &lt;br /&gt;
|Holy Cause 10&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skill with the athleticism, stamina, influence, or observation tag.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy III'''&lt;br /&gt;
|Stalwart Leader, Ever Holy II&lt;br /&gt;
|Regain 1 use of Holy Cause when Recouping.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious IV'''&lt;br /&gt;
|Stalwart Leader, Pious III&lt;br /&gt;
|Pious can cure uncommon poisons and diseases.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fervent Leader II'''&lt;br /&gt;
|Holy Cause 12&lt;br /&gt;
|When you use your Fervent Leader ability, you can ignore the Frightened and Shaken conditions if you would gain them as a result of being hit.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands IV'''&lt;br /&gt;
|Fervent Leader II&lt;br /&gt;
|Lay on Hands becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shining Beacon''' &lt;br /&gt;
|Lay on Hands IV&lt;br /&gt;
|You are renowned far and wide as an inspirational figure. Kings and generals vie for your attention and would pay great prices to get you to lead their armies, but all know that you only raise a blade or lead a battle when you believe that the cause is just.&lt;br /&gt;
&lt;br /&gt;
When you roll Initiative, you may choose to activate your Shining Beacon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shining Beacon (1/Week).''' For the duration of the battle, you and all allies that can see or hear you gain +1 TA. All hostile creatures that can see or hear you suffer 1 TD. At the start of each minute, you and a number of creatures up to your CHA gain Shield HP equal to your AWR. You and all allies that can see or hear you cannot be Frightened, Shaken, or Broken.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Zealot, Holy Cause, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reputation Track ===&lt;br /&gt;
[[File:ReputationTrack.png|center|frameless|330x330px|Reputation Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Good Reputation&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bad Reputation&lt;br /&gt;
|When in a settled area where you have 0 or more Goodwill, you get a 10% discount on room/board.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation II'''&lt;br /&gt;
|Good Reputation&lt;br /&gt;
|When in a settled area where you have 0 or more Goodwill, you also get a 10% discount on goods/services.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation III'''&lt;br /&gt;
|Good Reputation II&lt;br /&gt;
|Gain the Upstanding Citizen ability.&lt;br /&gt;
&lt;br /&gt;
* '''Upstanding Citizen (1/Month).''' Gain +1 Goodwill in a settled area.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation IV'''&lt;br /&gt;
|Good Reputation III&lt;br /&gt;
|Your room/board discount becomes 15%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation V'''&lt;br /&gt;
|Good Reputation IV&lt;br /&gt;
|Your goods/services discount becomes 15%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VI'''&lt;br /&gt;
|Good Reputation V&lt;br /&gt;
|Gain the Citizen’s Favor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Citizen’s Favor (1/Month).''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VII'''&lt;br /&gt;
|Good Reputation VI&lt;br /&gt;
|Your room/board discount becomes 20%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VIII'''&lt;br /&gt;
|Good Reputation VII&lt;br /&gt;
|Your goods/services discount becomes 20%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation IX'''&lt;br /&gt;
|Good Reputation VIII&lt;br /&gt;
|Upstanding Citizen becomes 1/Week.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation X'''&lt;br /&gt;
|Good Reputation IX&lt;br /&gt;
|Citizen’s Favor becomes 1/Week.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Bad Reputation&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Good Reputation&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, you gain +2 to Menacing and Intimidating.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation II'''&lt;br /&gt;
|Bad Reputation&lt;br /&gt;
|Bad Reputation also grants you +2 to Initiative as people are intimidated by your threatening presence.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation III'''&lt;br /&gt;
|Bad Reputation II&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, you also have a 10% discount on room/board as people are afraid of giving you normal rates.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation IV'''&lt;br /&gt;
|Bad Reputation III&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, you also have a 10% discount on goods/services as people are afraid of giving you normal rates.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation V'''&lt;br /&gt;
|Bad Reputation IV&lt;br /&gt;
|Gain the Bribe ability.&lt;br /&gt;
&lt;br /&gt;
* '''Bribe (1/Month).''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VI'''&lt;br /&gt;
|Bad Reputation V&lt;br /&gt;
|Your room/board discount becomes 15%.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VII'''&lt;br /&gt;
|Bad Reputation VI&lt;br /&gt;
|Your goods/services discount becomes 15%.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VIII'''&lt;br /&gt;
|Bad Reputation VII&lt;br /&gt;
|Your Intimidating and Menacing bonus becomes +5.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation IX'''&lt;br /&gt;
|Bad Reputation VIII&lt;br /&gt;
|Your Initiative bonus becomes +5.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation X'''&lt;br /&gt;
|Bad Reputation IX&lt;br /&gt;
|Bribe becomes 1/Week.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Hellbound2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Hellbound Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&amp;lt;blockquote&amp;gt;Note: This is a shared subclass track with the hellcrafter class&amp;lt;/blockquote&amp;gt;Having clawed their way from the very pits of the inferno, the Hellbound walks a thin line between zeal and sacrilege; empowered to act by the brand of Hell upon their soul. Through sheer will and command of darker forces these warriors supplant the divine with the profane, yet they seek ever to redeem themselves from the misdeeds of their past lives, freed now from the grip of damnation, and determined to break that hold upon not only their own whims but of others cursed by the denizens of Hell.&lt;br /&gt;
&lt;br /&gt;
Many Hellbound strive to cleanse their diabolical powers and channel their fiery wrath for good, while others embrace their insurmountable link with damnation and give in to its overwhelming power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Bond'''&lt;br /&gt;
|Zealot Entry or Hellcrafter Entry&lt;br /&gt;
|Gain the Infernal Bond ability.&lt;br /&gt;
&lt;br /&gt;
* '''Infernal Bond (2/Rest).''' Whenever you fail a CHA check, or a creature makes a successful attack against your WILL, you may reroll that check or force that creature to reroll their attack, taking the new result.&lt;br /&gt;
&lt;br /&gt;
If you have Zealot Entry, this talent and all other Hellbound talents have the zealot tag. If you have Hellcrafter Entry, this talent and all other Hellbound talents have the hellcrafter tag. If you have both the Hellcrafter Entry and Zealot Entry talents, choose whether this track is considered a Zealot or Hellcrafter track for you.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Scion'''&lt;br /&gt;
|Infernal Bond&lt;br /&gt;
|You gain Resist Fire +3.&lt;br /&gt;
Gain the Fire Scion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fire Scion (½ CHA/Rest).''' When you take any fire damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took) for 1 minute. The first time you deal any damage after using this ability, you deal +1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
This talent and any Hellbound talent you take with the fire tag grants you +5 SP. When you cast any occult or divine spell, prayer, or chant that deals damage, you may choose to deal fire damage instead of its normal damage.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciple of Flame'''&lt;br /&gt;
|Fire Scion&lt;br /&gt;
|Learn 2 arcane spells from the following list. They count as divine spells for you if this talent has the zealot tag, and as occult spells if this talent has the hellcrafter tag. If you did not have a magic attribute already, then it is CHA.&lt;br /&gt;
'''''Arcane spells:''''' [[Fan the Flames]], [[Fireball]], [[Fire Shield]], [[Nova]], [[Wall of Fire]], [[Wave of Fire]]&lt;br /&gt;
|''Hellbound, Fire, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade'''&lt;br /&gt;
|Fire Scion&lt;br /&gt;
|Gain the Flameblade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flameblade (2/Rest).''' For 2 AP you set a melee weapon in your hands ablaze for 1 minute, converting all of your damage done with that weapon to fire. While active, this is considered your Flameblade and you may choose to attack a creature’s REF instead of their AR, and you may choose to use your CHA for attacks and damage with your Flameblade.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Burning Resurgence'''&lt;br /&gt;
|Flameblade&lt;br /&gt;
|Flameblade becomes 1⁄2 CHA/Rest. Once you have taken 10 talents with the hellbound tag, you regain +1 use of Flameblade whenever you Recoup.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flame Strike'''&lt;br /&gt;
|Disciple of Flame, Flameblade&lt;br /&gt;
|Whenever you hit a creature with your Flameblade while ablaze, they gain Burning 1d4 for 1 minute.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swirling Vortex'''&lt;br /&gt;
|Disciple of Flame, Flameblade&lt;br /&gt;
|When you hit a creature with your Flameblade while it is ablaze, you may spend 1 Reactive AP to deal your CHA in fire damage to any creature within 5 ft of that creature, including yourself. This damage activates your Fire Scion feature for no additional Reactive AP cost if you are subjected to this damage.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade II'''&lt;br /&gt;
|Flameblade&lt;br /&gt;
|You may choose to ignore any Resist Fire with your Flameblade. Additionally, you gain +1 TA on attacks against a creature afflicted with the Burning condition.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade III'''&lt;br /&gt;
|Flameblade II, Flame Strike, Hellbound 6&lt;br /&gt;
|While your Flameblade is ablaze you ignore Immune Fire, treating a creature with such as if they only possessed Affinity. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature extends their Burning duration by 1 round.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellfire'''&lt;br /&gt;
|Flameblade III, Hellbound 12&lt;br /&gt;
|While your Flameblade is ablaze, you deal +1d4 fire damage with your Flameblade. Additionally, when you apply the Burning condition it is increases by 1 die size (e.g. 1d4 becomes 1d6).&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve'''&lt;br /&gt;
|Fire Scion, Hellbound 4&lt;br /&gt;
|Whenever an attack against your mental defenses misses, you gain +1 TA on your next attribute check or attack against the originating creature or any of its allies.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Fervor'''&lt;br /&gt;
|Focused Resolve, Hellbound 8&lt;br /&gt;
|Gain the Fiendish Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fiendish Fervor (2/Rest).''' When you hit a creature with the fiend tag you may spend 1 AP to unnerve that creature. Make a magic attack against the WILL of the struck creature. On a hit, that creature is Shaken until the end of your next turn. On your subsequent turns, if you hit the same Shaken creature again, you may spend 1 AP to continue the Shaken duration.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Burning Fervor'''&lt;br /&gt;
|Fiendish Fervor, Flameblade&lt;br /&gt;
|You may now use your Fiendish Fervor talent on any creature afflicted with Burning.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Fervor II'''&lt;br /&gt;
|Fiendish Fervor&lt;br /&gt;
|Choose 2 creature tags. Fiendish Fervor can also be used on those creatures. You now regain +1 use of your Friendish Fervor whenever you Recoup.&lt;br /&gt;
|''Hellbound, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor'''&lt;br /&gt;
|Fiendish Fervor&lt;br /&gt;
|Gain the Crushing Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crushing Fervor.''' When you hit a creature that is currently Shaken you may spend 1 AP to terrify them. Make a magic attack against the WILL of the Shaken creature. On a hit, that creature becomes Frightened of you until the end of your next turn. On your subsequent turns, if you hit the same Frightened creature again, you may spend +1 AP to continue the Frightened duration. This also continues the duration of Shaken from Fiendish Fervor.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''No Retreat'''&lt;br /&gt;
|Crushing Fervor&lt;br /&gt;
|You may spend 1 AP to give a creature that is Shaken or Frightened within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor II'''&lt;br /&gt;
|Crushing Fervor&lt;br /&gt;
|Gain the Breaking Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Breaking Fervor.''' When you hit a creature that is both Shaken and Frightened you may spend 1 AP to break them. Make a magic attack against the WILL of the afflicted creature. On a hit, that creature becomes Broken until the end of your next turn.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor III'''&lt;br /&gt;
|Crushing Fervor II&lt;br /&gt;
|Gain the Terrifying Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Terrifying Fervor (½ CHA/Rest).''' When you reduce a creature afflicted with the Broken condition to 0 HP you may spend 2 Reactive AP to terrify their allies. Make a magic attack against the WILL of each hostile creature of an equal or lower ML of the creature you have slain. On a hit, the creature is Broken for 1 minute or until they take damage. On a miss, the creature is Broken until the end of their next turn or until they take damage.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve II'''&lt;br /&gt;
|Focused Resolve&lt;br /&gt;
|You gain the Resolute Bastion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Resolute Bastion (2/Rest).''' When a creature makes an attack against you or one of your ally’s mental defenses you can add +1d4 to that defense. If that attack misses, you activate your Focused Resolve talent on that creature.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve III'''&lt;br /&gt;
|Focused Resolve II&lt;br /&gt;
|You may now use your Infernal Bond talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspired Resolve'''&lt;br /&gt;
|Focused Resolve III&lt;br /&gt;
|Gain the Inspired Resolve ability. &lt;br /&gt;
&lt;br /&gt;
* '''Inspired Resolve (½ CHA/Rest).''' You may spend 2 AP to activate Focused Resolve against a single creature. If that creature is afflicted with the Engaged or Broken condition then this only costs you 1 AP.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve IV'''&lt;br /&gt;
|Focused Resolve III&lt;br /&gt;
|You may now use Resolute Bastion CHA/Rest, and you grant you or your ally a +1d6 instead of +1d4.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve V'''&lt;br /&gt;
|Focused Resolve IV&lt;br /&gt;
|While benefiting from TA drawn from your Focused Resolve, you increase your crit range on a creature you attack by +1 per the following condition it is afflicted with: Shaken, Frightened, Broken, and Burning.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve VI'''&lt;br /&gt;
|Focused Resolve V, Hellbound 12&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Recoup)''' Should you reduce a creature to 0 HP from a crit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup)&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation'''&lt;br /&gt;
|Infernal Bond&lt;br /&gt;
|You develop a trait influenced by your time spent in Hell. You may choose from the following fiendblood features: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or Occult Affinity.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation II'''&lt;br /&gt;
|Hellish Transformation or Blood Transformation, Character Level 5&lt;br /&gt;
|You gain the fiendblood Blood Transformation ability, choosing one of the available sublineages. If you already are a fiendblood, you gain +1 use of your Blood Transformation.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation III'''&lt;br /&gt;
|Hellish Transformation II, Character Level 15&lt;br /&gt;
|You gain +1 use of your Blood Transformation ability.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|Fiendish Fervor, Hellbound 14, Zealot Entry&lt;br /&gt;
|You’ve broken the bonds of hell upon your soul, freeing you from its influence, now able to seek your own path forward. &lt;br /&gt;
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire becomes +1d8. You may choose to lose any Hellish Transformation talents you have and instead gain +1 Attribute Point for each lost, but still cannot exceed any attribute limits, and you gain the Redemptive Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Redemptive Strike (2/Rest).''' If you have TA against a creature subject to Fiendish Fervor, you may automatically crit that creature 2/Rest. If that TA resulted from Focused Resolve, and your crit reduces the creature to 0 HP, you regain +1 use of Redemptive Strike.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup.&lt;br /&gt;
|''Hellbound, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Descent'''&lt;br /&gt;
|Fiendish Fervor, Hellbound 14, Hellcrafter Entry&lt;br /&gt;
|You have accepted the permanence of your connection to Hell, searing its power into your soul.&lt;br /&gt;
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn Champion. You may choose to lose up to 3 Attribute Points to increase your uses of Blood Transformation at a rate of +1 use per Attribute Point lost.&lt;br /&gt;
&lt;br /&gt;
Also, you and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour.&lt;br /&gt;
&lt;br /&gt;
Gain the Destroyer’s Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Destroyer's Strike (2/Rest).''' If you hit a target that is Frightened of you, you may cause the creature to become Broken.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Hellfire fire damage and Destroyer’s Strike psychic damage both increase to 1d10.&lt;br /&gt;
|''Hellbound, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
[[File:OathoftheSaints.png|thumb|275x275px]]&lt;br /&gt;
&lt;br /&gt;
=== Oath of the Saints Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
The Oath of the Saints is a path walked by zealots who seek not to merely venerate the saints and martyrs who came before them, but to embody them, to call upon their divinity that the saints might once again walk the world— if only for a moment. After all, saints are proven vessels through which miracles have been wrought, and the zealot is just a poor sinner by comparison. If they can bring back such potent souls, if even for a few seconds, then no price of the flesh is too great.&lt;br /&gt;
&lt;br /&gt;
They menace with jangling chainmail layered under hulking plate covered in engravings depicting scenes from the deaths and passions of martyrs. They are adorned with precious holy relics like saintly finger bones and teeth bound in gold wire, worn against the skin and hidden beneath their massive armor. Keepers of the Oath of Saints are seen by some as bringers of hope and deliverance, by others as wild-eyed, sinister juggernauts of destruction bearing an unhealthy obsession with the dead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Novitiate of the Saintly Mysteries'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Gain the first rank in the Inquisitor profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature after five days’ time instead of a full week. When you use the Inquisitor profession feature to root out a forbidden cult, dark ritual, or forbidden magic user in a settlement where your religion has a presence, you gain +1 Goodwill. (1/settlement)&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Armor of Expiation&lt;br /&gt;
|Gain the Sanction of the Martyr ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from a consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Sanction of the Martyr (2/Rest).''' Spend 3 AP to utter a plea to the sacrificial saints, blasting the area around you with divine energy. Make a magic AWR attack against the WILL of each hostile creature within 30 ft of you. On a hit, the creature is Taunted by you until the end of your next turn. You gain an amount of Shield HP equal to 1⁄2 your AWR (min 1) for each creature Taunted by this attack. Creatures with the eldritch, fiend, or undead tag have -1 to their WILL against this attack.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice II'''&lt;br /&gt;
|Armor of Sacrifice&lt;br /&gt;
|Gain the Sacrificial Lamb ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Sacrificial Lamb (AWR/Recoup).''' You may spend 1 Reactive AP when an ally within 10 ft of you takes damage to take 5 points of that damage in their stead. If they would suffer fewer than 5 points of damage, you only lose however much they would have suffered. The damage you receive from this reaction cannot be reduced or ignored by any means.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Armor of Sacrifice&lt;br /&gt;
|Gain the Blessing of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from a consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Blessing of the Confessor (2/Recoup).''' Spend 3 AP to utter a prayer to the saints of forgiveness, washing over the area around you with divine protection. Each ally within 30 ft of you is considered marked by this ability. All marked allies gain Shield HP equal to 1⁄2 your AWR (min 1) the first time in a round that you suffer damage. Allies are marked by this ability for up to 1 minute.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation II'''&lt;br /&gt;
|Armor of Expiation&lt;br /&gt;
|Gain the Ire of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Ire of the Confessor (2/Rest).''' While you have allies marked by Blessing of the Confessor, you may spend 1 Reactive AP whenever you suffer damage to Taunt the source of that damage (if it is a creature) until the end of its next turn. While Taunted, the creature has a −1 penalty to its WILL.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Implement of Censure&lt;br /&gt;
|Gain the Disciple of the Divine talent from the Divine Magic stack if you did not already have it. If you already have it, gain +5 SP instead. You do not gain the bonus Divine Power normally granted by that talent. Your magic attribute for divine magic gained through talents in the Oath of the Saints track is AWR. You may only cast spells gained from talents in the Oath of the Saints track when you are wielding a melee weapon, as these spells are channeled through a consecrated blessing you bestow upon your weapons.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction II'''&lt;br /&gt;
|Implement of Benediction&lt;br /&gt;
|Gain +5 SP. Learn either the Light Burst or Sacred Flare divine prayer. Whichever you choose is supercharged by your connection to the divine magic of the saints. Your Divine Power counts as being +4 higher than normal for purposes of determining the strengthened effects of the chosen prayer.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Implement of Benediction&lt;br /&gt;
|Gain the Inquisitor’s Censure ability. You can only use this ability while wielding a melee weapon, as this ability is channeled through a consecrated blessing you bestow upon your weapons.&lt;br /&gt;
&lt;br /&gt;
* '''Inquisitor’s Censure (3/Recoup).''' Spend 3 AP to perform a melee attack against a creature within your reach. If the creature has SP or the ability to cast spells, they suffer additional radiant damage equal to +1d4 + their magic attribute. If no magic attribute is listed for the creature, increase this damage by your AWR instead.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure II'''&lt;br /&gt;
|Implement of Censure&lt;br /&gt;
|Inquisitor’s Censure becomes 2 AP. If you are targeted by an offensive spell while in reach of the casting creature, you may spend 1 Reactive AP to use Inquisitor’s Censure to attack that creature.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hagiolator'''&lt;br /&gt;
|Novitiate of Saintly Mysteries&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the knowledge or observation tag. When rolling Religion checks, you may add your AWR instead of your INT to that roll.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reliquarian'''&lt;br /&gt;
|Hagiolator&lt;br /&gt;
|You possess a collection of both true and false relics of the saints that you revere and study. From studying and praying upon these relics, you learn one prayer and one divine spell, choosing from the following lists. You may cast the spell you selected without expending SP 1/Rest. When cast in this way, you may not spend SP to upcharge the spell.&lt;br /&gt;
'''Prayers:''' [[Amplify]], [[Candle of Faith]], [[Celestial Grace]], [[Gentle Whisper]], [[Graceful Poise]], [[Guide]], [[Stabilizing Touch]], [[Twinkling Lights]]&lt;br /&gt;
&lt;br /&gt;
'''Divine Spells:''' [[Brooding Darkness]], [[Censure]], [[Commandment]], [[Curative Word]], [[Divine Challenge]], [[Heroism]], [[Keep Standing]], [[Light and Shadow]], [[Minor Blessing]], [[Refocus]], [[Revitalize]], [[Sympathy]]&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hagiographer'''&lt;br /&gt;
|Reliquarian, Oath of the Saints 5&lt;br /&gt;
|Gain rank 2 of the Inquisitor profession. If you already have it, you do not gain additional Skill Points, but the amount of money you earn by using the second rank Inquisitor profession feature increases by +10 sc. You gain +2 on all skill checks with skills that have the observation tag when trying to determine if a person is a forbidden magic user or is involved with or knows about a forbidden cult or dark ritual.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice III'''&lt;br /&gt;
|Hagiographer, Armor of Sacrifice II&lt;br /&gt;
|The amount of damage you suffer in the stead of your allies with Sacrificial Lamb becomes 8. The amount of Shield HP gained when you use Sanction of the Martyr becomes 1⁄2 AWR+1.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice IV'''&lt;br /&gt;
|Armor of Sacrifice III&lt;br /&gt;
|Creatures Taunted by your Sanction of the Martyr remain Taunted for up to 1 minute. The amount of Shield HP gained when you use Sanction of the Martyr becomes 1⁄2 AWR+2.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation III'''&lt;br /&gt;
|Hagiographer, Armor of Expiation II&lt;br /&gt;
|The amount of Shield HP gained by allies marked by Blessing of the Confessor becomes 1⁄2 AWR+1. Allies marked by the Blessing of the Confessor are healed HP equal to 1⁄2 your AWR (min 1) every time you gain a Death Point.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation IV'''&lt;br /&gt;
|Armor of Expiation III&lt;br /&gt;
|The amount of Shield HP gained by allies marked by Blessing of the Confessor becomes 1⁄2 AWR+2. &lt;br /&gt;
You gain the Forgiveness of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Forgiveness of the Confessor (1/Rest).''' When an ally with Shield HP from Blessing of the Confessor misses with an attack against a single target you may spend 1 Reactive AP to encourage them. They can remove all of their Shield HP (min 1) to reroll the missed attack.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction III'''&lt;br /&gt;
|Hagiographer, Implement of Benediction II&lt;br /&gt;
|Gain +5 SP. Learn one divine prayer and one divine spell.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction IV'''&lt;br /&gt;
|Implement of Benediction III&lt;br /&gt;
|Gain +5 SP. When you cast a divine spell learned from talents in the Order of the Saints track, you can choose to lose 5 HP and reduce the spell’s APC by 1 (min 1). You may only use this effect once per spell cast.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure III'''&lt;br /&gt;
|Hagiographer, Implement of Censure II&lt;br /&gt;
|Gain +1 use per Recoup of the Inquisitor’s Censure ability and the bonus damage becomes +1d6.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure IV'''&lt;br /&gt;
|Implement of Censure III&lt;br /&gt;
|Gain the Judgment of the Saints ability. You can only use this ability while wielding a melee weapon, as this ability is channeled through a consecrated blessing you bestow upon your weapons.&lt;br /&gt;
&lt;br /&gt;
* '''Judgment of the Saints (1/Recoup).''' Spend 2 AP to cause a wave of devastating divine castigation to radiate from your weapon. Make a magic attack against the WILL of each hostile creature within 30 ft of you. On a hit, the creature is Demoralized until the end of your next turn. Creatures hit by this attack also gain Vulnerable Radiant 1 while Demoralized. If the target has Resist Radiant, instead reduce the Resist value by 1 for the duration. If they have Immune Radiant, they ignore this effect.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Speaker for the Saints'''&lt;br /&gt;
|Hagiographer&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence tag. You also learn the Exorcism ritual. When you use the Exorcism ritual, you can invoke the names and deeds of exorcist-saints to accept the upcharge benefits and consequences while only rolling three times on the Exorcism Side Effect table instead of four times.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hagiomancer'''&lt;br /&gt;
|Speaker for the Saints, Oath of the Saints 10&lt;br /&gt;
|Your collection of true and false relics of the saints grows, and with it your connection to those saints, their spirits, and their stories. You gain +1 use per rest of all Oath of the Saints abilities that have uses limited by X/Rest.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sacrificial Protector'''&lt;br /&gt;
|Hagiomancer, Armor of Sacrifice IV&lt;br /&gt;
|The amount of damage you suffer in the stead of your allies with Sacrificial Lamb becomes 10. While Bloodied, you gain an amount of Shield HP equal to 1⁄2 of your AWR (min 1) at the start of each of your turns.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation V'''&lt;br /&gt;
|Hagiomancer, Armor of Expiation IV&lt;br /&gt;
|While you have allies marked by Blessing of the Confessor, you and all marked allies regain additional HP equal to 1⁄2 of your AWR (min 1) whenever you would regain HP by magical means (such as from a spell or healing potion). While wearing medium or heavy armor, the number of Death Points required to kill you increases by +1.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction V'''&lt;br /&gt;
|Hagiomancer, Implement of Benediction IV&lt;br /&gt;
|Gain +5 SP. Increase the amount of damage you inflict or heal with divine spells or rituals by your AWR. Increase the amount of damage you inflict with divine prayers by 1⁄2 of your AWR (min 1).&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure V'''&lt;br /&gt;
|Hagiomancer, Implement of Censure IV&lt;br /&gt;
|Gain +1 use per Recoup of the Inquisitor’s Censure ability. You may perform a 1 minute ritual of prayer over a melee weapon, which must be done as part of a Rest or Recoup, in order to imbue it with the divine odium of the saints. All damage inflicted by the blessed weapon counts as radiant damage and you may add 1⁄2 of your AWR (min 1) as a bonus to damage rolls with this weapon. This blessing lasts for the next 8 hours and only functions while the weapon is in your hands— other creatures that wield the weapon gain no benefit from this effect.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arch-Reliquarian'''&lt;br /&gt;
|Hagiomancer, Oath of the Saints 14&lt;br /&gt;
|You are known far and wide as a holy warrior and learned scholar of the lives of the saints, a wise and powerful student of bloody virtue and divine suffering. The more you bleed, the more holy power weeps forth from your wounds, turning to divine fire to wash over the battlefield, searing your foes and granting succor to your allies.&lt;br /&gt;
Gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Armor of the Saints (1/Week).''' When you become Bloodied or suffer a crit, you and all allies that can see you become Protected for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* '''Blood of the Martyrs (1/Week).''' When you are damaged while Bloodied, you and all allies that can see you heal for 2d6 HP.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant Stand (1/Week).''' When you suffer a Death Point, you and all allies that can see you gain 3d6 Shield HP.&lt;br /&gt;
&lt;br /&gt;
* '''Final Sacrifice (1/Week).''' When you die, all enemies that can see you automatically suffer 3d6 radiant damage.&lt;br /&gt;
&lt;br /&gt;
Only one of the above abilities can be triggered by any single source of damage. If you would be in a position for more than one ability to trigger, you may choose which to trigger.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Each of the effects of this talent may trigger 1/ Rest, instead of 1/Week. The amount healed by Blood of the Martyrs becomes 4d6, the amount of Shield HP gained from Valiant Stand and damage inflicted by Final Sacrifice both become 6d6.&lt;br /&gt;
|''Zealot, Oath of the Saints, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Zealot&amp;diff=14095</id>
		<title>Zealot</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Zealot&amp;diff=14095"/>
		<updated>2025-11-06T14:17:22Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Hondu Zealot.png|thumb|Chauncey]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;No matter the adversity, I hold to my convictions. I will bring light to the shadow, food to the hungry, and comfort to the afflicted. I will stand as a shield for those who cannot defend themselves, and a sentinel for the weary. For I am a good boy.&amp;quot; - [[Chauncey]]&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
You have always been a serious person. As a child you took playing with a somber gravity and it greatly upset you when another child broke the rules. In your adolescence you were often dismayed by the lackadaisical nature of your contemporaries. At some point along the way, you found a cause to which you dedicated your very soul. This transformation has led you to seek out a sacred order or deity to whom you have pledged your allegiance. You now strive to undertake acts of selflessness and zeal for the betterment of the world in accordance with the tenets of your faith.&lt;br /&gt;
&lt;br /&gt;
You are undoubtedly dedicated to your beliefs with keen resolve. How do you approach those who do not share your convictions? Do you seek to persuade folk to adopt your tenets as their own, or do you try to learn the beliefs of other creatures and the reasons behind those beliefs? Maybe you engage in a mix of both approaches.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Zealot Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Aura Track|Aura.]]''' Gain powerful auras that bolster yourself and your allies against the encroaching darkness.&lt;br /&gt;
&lt;br /&gt;
[[Zealot#Aura Enhancements|'''Aura Enhancements.''']] By attuning yourself with your divine cause, improve the ways that you can use your auras.&lt;br /&gt;
&lt;br /&gt;
[[Zealot#Cavalier Track|'''Cavalier'''.]] Bond with a mystic steed, on whom you can ride into battle.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Consecrated Blade Track|Consecrated Blade.]]''' You can enchant a weapon, turning it into a powerful artifact capable of smiting evil wherever it might lurk.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Crusader Track|Crusader.]]''' As a sword for the just and a shield for the innocent, you lead a crusade against the forces of evil.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Holy Cause Track|Holy Cause.]]''' Your very presence is enough to help other creatures remain true to their convictions, even against strong temptations.&lt;br /&gt;
&lt;br /&gt;
[[Zealot#Reputation Track|'''Reputation'''.]] Your reputation precedes you, for good or ill, and you are never treated as simply an innocuous traveler.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Hellbound Track|Hellbound.]]''' ''Harker's Guide to Vampire Hunting.'' Having descended into Hell and emerged with an otherworldly command of fire, fuel your weapon’s strikes with wrathful brimstone.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Oath of the Saints Track|Oath of the Saints.]]''' ''Harker's Guide to Vampire Hunting.'' A path walked by zealots who seek not to merely venerate the saints and martyrs who came before them, but to embody them,&lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Zealot Entry Talent ===&lt;br /&gt;
After gaining the Zealot Entry talent, you can take talents from any of the Zealot subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Just Defender.''' Gain one talent from the Defense stack.&lt;br /&gt;
&lt;br /&gt;
'''Holy Cause.''' Gain the Holy Cause ability. &lt;br /&gt;
&lt;br /&gt;
* '''Holy Cause (2/Rest).''' You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only currently able to cancel the Charmed condition with this ability.&lt;br /&gt;
&lt;br /&gt;
'''Aura'''. Gain one Aura talent of your choice and gain the Aura ability. &lt;br /&gt;
&lt;br /&gt;
* '''Aura (AWR/Rest).''' Spend 3 AP to activate your Aura. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP) or activate another Aura. Your Aura’s radius is 10 ft.&lt;br /&gt;
&lt;br /&gt;
'''Divine.''' You gain +1 Divine Power from this talent and from every talent you take in the Zealot stack. You do not gain additional SP unless noted in an individual talent.&lt;br /&gt;
|''Zealot, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aura Track ===&lt;br /&gt;
[[File:AuraTrack.png|center|frameless|703x703px|Aura Enhancement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aura&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius deal +2 damage whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression II'''&lt;br /&gt;
|Aura of Aggression, Divine Power 7&lt;br /&gt;
|You and all creatures of your choice within your Aura of Aggression now deal +5 damage whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression III'''&lt;br /&gt;
|Aura of Aggression II, Divine Power 12&lt;br /&gt;
|You and all creatures of your choice within your Aura of Aggression now deal additional damage equal to your AWR (min 5) whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Protection'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius gain +1 to their mental defenses.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Protection''' &lt;br /&gt;
|Aura of Protection&lt;br /&gt;
|Your Aura of Protection applies to creatures’ physical defenses as well.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Protection II'''&lt;br /&gt;
|Bodily Protection, Divine Power 7&lt;br /&gt;
|Your Aura of Protection applies to creatures’ AR as well.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark''' &lt;br /&gt;
|Aura of Protection&lt;br /&gt;
|Your Aura of Protection increases creatures’ defenses by +1.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark II'''&lt;br /&gt;
|Bulwark&lt;br /&gt;
|Your Aura of Protection now increases creatures’ defenses by +2.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark III'''&lt;br /&gt;
|Bulwark II&lt;br /&gt;
|Your Aura of Protection now increases creatures’ defenses by +3.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius gain DR 1/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction II'''&lt;br /&gt;
|Aura of Reduction, Divine Power 7&lt;br /&gt;
|Aura of Reduction grants targets DR 2/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction III'''&lt;br /&gt;
|Aura of Reduction II, Divine Power 12&lt;br /&gt;
|Aura of Reduction grants targets DR 3/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Vitality''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius gain 1d6 Shield HP at the end of their turn.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Vitality II'''&lt;br /&gt;
|Aura of Vitality, Divine Power 12&lt;br /&gt;
|You and all creatures of your choice within your Aura do not gain Death Points at the end of their turn if they end their turn with 0 HP.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aura Enhancement Track ===&lt;br /&gt;
[[File:AuraEnhancementsTrack.png|center|frameless|560x560px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|By spending two uses of your Aura, you may use your Aura ability to activate two different Auras simultaneously.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura II'''&lt;br /&gt;
|Combined Aura&lt;br /&gt;
|By spending three uses of your Aura, you may use your Aura ability to activate three different Auras simultaneously.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura III'''&lt;br /&gt;
|Combined Aura II&lt;br /&gt;
|By spending four uses of your Aura, you may use your Aura ability to activate four different Auras simultaneously.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura II'''&lt;br /&gt;
|Extended Aura&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura III'''&lt;br /&gt;
|Extended Aura II&lt;br /&gt;
|Your Aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura IV'''&lt;br /&gt;
|Extended Aura III&lt;br /&gt;
|Your Aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura V'''&lt;br /&gt;
|Extended Aura IV&lt;br /&gt;
|Your Aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura VI'''&lt;br /&gt;
|Extended Aura V&lt;br /&gt;
|Your Aura’s radius extends by +20 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Aura becomes AWR/Recoup.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura II'''&lt;br /&gt;
|Frequent Aura, Zealot 7&lt;br /&gt;
|Aura becomes AWR/Catch Breath.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura III'''&lt;br /&gt;
|Frequent Aura II, Divine 24&lt;br /&gt;
|You have unlimited uses of your Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Your Aura costs 1 fewer AP to cast (min 1).&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Aura II''' &lt;br /&gt;
|Quickened Aura&lt;br /&gt;
|Your Aura costs 1 fewer AP to cast (min 1).&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You may use Reactive AP to activate your Aura, spending the normal number of AP that it costs you to cast your Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavalier Track ===&lt;br /&gt;
[[File:CavalierTrack.png|center|frameless|400x400px|Cavalier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a [[Draft Horse]] (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. You can choose your mount’s appearance and your mount has the divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it is just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion).&lt;br /&gt;
&lt;br /&gt;
Your mount’s max HP is always equal to your number of Zealot talents x5.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier''' &lt;br /&gt;
|Holy Mount&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag.&lt;br /&gt;
&lt;br /&gt;
You can mount and dismount your holy mount with 5 ft of movement instead of spending an AP to mount or dismount.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount II'''&lt;br /&gt;
|Cavalier&lt;br /&gt;
|Your holy mount’s stats improve. Add your Divine Power to its max HP, and all of its defenses increase by +1.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier II'''&lt;br /&gt;
|Holy Mount II&lt;br /&gt;
|You gain +1 MCAP while riding your holy mount.&lt;br /&gt;
&lt;br /&gt;
Gain one Cavalier ability from the Cavalier Abilities list.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount III'''&lt;br /&gt;
|Cavalier II&lt;br /&gt;
|Your mount can use the stats of a [[Riding Horse]] or [[Camel]] (your MC might choose to allow additional options). You can spend 1 MCAP on your turn to allow your mount to make one of their basic attacks.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier III'''&lt;br /&gt;
|Holy Mount III&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag.&lt;br /&gt;
&lt;br /&gt;
Gain a second Cavalier ability.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount IV'''&lt;br /&gt;
|Cavalier III&lt;br /&gt;
|Your mount can use the stats of a [[war horse|War Horse]] or [[Elk]] (your MC might choose to allow additional options). Your mount’s defenses increase by +1. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier IV'''&lt;br /&gt;
|Holy Mount IV&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag. &lt;br /&gt;
&lt;br /&gt;
Gain a third Cavalier ability.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount V'''&lt;br /&gt;
|Cavalier IV&lt;br /&gt;
|Your mount can use the stats of a [[Pegasus]] or [[Ponycorn]] (your MC might choose to allow additional options). Your mount’s defenses increase by +1.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier V'''&lt;br /&gt;
|Holy Mount V&lt;br /&gt;
|You gain +1 MCAP while riding your holy mount. Choose one of your Cavalier Abilities to become Enhanced.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavalier Abilities Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cavalier Ability&lt;br /&gt;
!Ability&lt;br /&gt;
!Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Invigorate''' &lt;br /&gt;
|Spend 1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP. (1/ Recoup)&lt;br /&gt;
|Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Lead the Charge'''&lt;br /&gt;
|When you move, you may spend 1 MCAP to allow a number of allies equal to your CHA to immediately move up to 1⁄2 their speed for 0 AP. (1/Recoup)&lt;br /&gt;
|When you move, you may spend 1 MCAP to allow a number of allies equal to your CHA to immediately move up to their speed for 0 AP. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier’s Charge'''&lt;br /&gt;
|When you use MCAP to move, you can spend +1 MCAP to make a weapon attack against a creature that you moved within melee reach of during movement. (1/Recoup)&lt;br /&gt;
|When you use MCAP to move, you can also make a weapon attack against a creature that you moved within melee reach of during movement. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Stampede''' &lt;br /&gt;
|Spend 2 MCAP to move and make a trample attack against up to 3 creatures that you moved next to. This does not provoke reactive attacks. (1/Recoup)&lt;br /&gt;
|Spend 2 MCAP to move and make a trample attack against any creatures that you moved next to. This does not provoke reactive attacks. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Together We Fall'''&lt;br /&gt;
|When you or your mount takes damage, you can reduce the damage by 1⁄2 CHA then split the remainder evenly between the two of you. (1/Recoup)&lt;br /&gt;
|When you or your mount takes damage, you can reduce the damage by CHA then split the remainder evenly between the two of you. (3/Recoup)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Consecrated Blade Track ===&lt;br /&gt;
[[File:ConsecratedBladeTrack.png|center|frameless|461x461px|Consecrated Blade Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Weapon'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Learn the [[Holy Weapon]] divine ritual, ignoring its Divine Power 7 prerequisite. If you already knew it, learn one divine ritual of your choice if you meet its prerequisites. &lt;br /&gt;
&lt;br /&gt;
A weapon you have blessed with the Holy Weapon ritual is your holy weapon while the ritual persists.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unwavering''' &lt;br /&gt;
|Holy Weapon&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athleticism or stamina tag.&lt;br /&gt;
&lt;br /&gt;
While wielding your holy weapon, you cannot be disarmed.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Weapon''' &lt;br /&gt;
|Unwavering&lt;br /&gt;
|Your holy weapon also deals +1d6 damage against the creature tag that you chose when you cast the ritual. When you cast the ritual choose whether the damage is physical, fire, radiant, or necrotic.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blessed Blade''' &lt;br /&gt;
|Ardent Weapon&lt;br /&gt;
|Any creature that can see you may use your holy weapon and gain its full benefits.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot's Resolve'''&lt;br /&gt;
|Blessed Blade&lt;br /&gt;
|While wielding your holy weapon, gain +1 to mental defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Arsenal''' &lt;br /&gt;
|Zealot’s Resolve&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Versatile Weapon&lt;br /&gt;
|Gain the Holy Arsenal ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Arsenal (1/Week).''' When you cast Holy Weapon, you can bless two weapons, choosing the same or different creature tags for each weapon.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blessed Blade II'''&lt;br /&gt;
|Holy Arsenal&lt;br /&gt;
|Any creature can use your holy weapon, even without seeing you.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Weapon''' &lt;br /&gt;
|Zealot’s Resolve&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Holy Arsenal&lt;br /&gt;
|Choose an extra creature tag when you cast Holy Weapon. Your holy weapon gains its benefits against creatures with either tag.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Weapon II'''&lt;br /&gt;
|Versatile Weapon&lt;br /&gt;
|Your holy weapon also has a +1 crit range against any creature tag that you chose.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consecrated Weapon''' &lt;br /&gt;
|Consecrated Blade 7&lt;br /&gt;
|Gain the Consecrate Weapon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Consecrate Weapon.''' When you cast Holy Weapon ritual, you may choose one weapon to be a Consecrated Weapon for the duration. It now has a +2 bonus to attack and damage rolls instead of +1.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot's Resolve II'''&lt;br /&gt;
|Consecrated Weapon&lt;br /&gt;
|Zealot’s Resolve becomes +1 to physical and mental defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Recall'''&lt;br /&gt;
|Zealot’s Resolve II&lt;br /&gt;
|Gain the Recall ability.&lt;br /&gt;
&lt;br /&gt;
* '''Recall.''' When within 200 ft of your holy weapon and you can draw an unobstructed line between your holy weapon and yourself, you can call your weapon back to your hand for 1 AP. If another creature is holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lance'''&lt;br /&gt;
|Recall&lt;br /&gt;
|Your Consecrated Weapon gains a 40 ft thrown range if it did not already have the thrown property.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ethereal Recall'''&lt;br /&gt;
|Recall&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bloody Recall&lt;br /&gt;
|When you use Recall, by spending +1 AP you no longer have to draw an unobstructed line as your weapon becomes ethereal and flies through walls. You no longer need to make an attack to recall it if another creature is holding it; you automatically succeed.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloody Recall'''&lt;br /&gt;
|Recall&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Ethereal Recall&lt;br /&gt;
|When you use Recall, you may spend +3 AP to attack all creatures in a line between you and your weapon as it returns to your hand.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Arsenal II'''&lt;br /&gt;
|Recall, Blessed Blade II&lt;br /&gt;
|Holy Arsenal becomes three weapons. &lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Weapon II'''&lt;br /&gt;
|Recall, Ardent Weapon II&lt;br /&gt;
|Choose an extra creature tag when you cast Holy Weapon. Your holy weapon gains its benefits against creatures with any of the tags that you chose.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reward'''&lt;br /&gt;
|Holy Arsenal II or Versatile Weapon II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Punishment&lt;br /&gt;
|A holy weapon made by your Holy Weapon ritual has 1 charge. A creature can cast [[Healing Touch]] for 0 SP using this charge.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Punishment''' &lt;br /&gt;
|Holy Arsenal II or Versatile Weapon II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Reward&lt;br /&gt;
|A holy weapon made by your Holy Weapon ritual has 1 charge. A creature can cast [[Shining Bolt]] for 0 SP using this charge. If a creature other than you is wielding this weapon, they use their magic attribute, or their CHA if they do not have a magic attribute.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consecrated Weapon II'''&lt;br /&gt;
|Reward or Punishment&lt;br /&gt;
|Your Consecrated Weapon bonus becomes +3 to attack and damage rolls.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot's Resolve III'''&lt;br /&gt;
|Consecrated Weapon II&lt;br /&gt;
|Zealot’s Resolve becomes +2 to physical and mental defenses and +1 to AR.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon of Legend''' &lt;br /&gt;
|Zealot’s Resolve III&lt;br /&gt;
|Your weapon has untold fame and your reputation benefits accordingly. Enemies might boastfully challenge you or act super deferential out of fear. Kings and generals will herald you with great feasts in your honor. Knights and soldiers will seek to learn from you.&lt;br /&gt;
&lt;br /&gt;
Your Consecrated Weapon bonus becomes +4 to attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
Reward/Punishment with Consecrated Weapons have 3 charges.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30''''': Cast Holy Weapon one final time on your Consecrated Weapon, making its effects permanent. Lose the Consecrate Weapon ability permanently, but Reward/Punishment with this weapon has 5 charges. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for another creature to bond with this item.&lt;br /&gt;
|''Zealot, Consecrated Blade, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crusader Track ===&lt;br /&gt;
[[File:CrusaderTrack.png|center|frameless|539x539px|Crusader Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Aspirant''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Gain rank 1 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature one additional time per week.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice''' &lt;br /&gt;
|Crusader Aspirant&lt;br /&gt;
|Gain the Divine Infusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Infusion (2/Rest).''' Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. The ally regains 1d10 HP, or the enemy you hit with the weapon takes +1d10 radiant damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice II'''&lt;br /&gt;
|Sword for Justice&lt;br /&gt;
|Choose a planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Divine Infusion, if the target has that tag or the undead tag, deal +1d10 radiant damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice III'''&lt;br /&gt;
|Sword for Justice II&lt;br /&gt;
|Gain the Cleanse ability.&lt;br /&gt;
&lt;br /&gt;
* '''Cleanse (2/Rest).''' Spend 3 AP to make a magical AWR attack against a creature’s WILL. On a hit, the creature takes 1d6 psychic damage and you can remove a condition from that creature: Focused, Protected, or Rallied. On a miss, you do not expend a use of this ability.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice IV'''&lt;br /&gt;
|Sword for Justice III&lt;br /&gt;
|When you use Divine Infusion, heal +1d10 HP if used on an ally.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent''' &lt;br /&gt;
|Crusader Aspirant&lt;br /&gt;
|Gain the Purge Unholy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Purge Unholy (2/Rest).''' Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile creature with the undead tag within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent II'''&lt;br /&gt;
|Shield the Innocent&lt;br /&gt;
|Choose one planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Purge Unholy, it targets both creatures with the undead tag and that choice.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent III'''&lt;br /&gt;
|Shield the Innocent II&lt;br /&gt;
|Gain the Intercede ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercede (2/Rest).''' When an ally within 30 ft of you takes damage, you take all the damage instead. The ally still suffers any other effects.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent IV'''&lt;br /&gt;
|Shield the Innocent III&lt;br /&gt;
|Creatures that you hit with Purge Unholy also take 1d8 radiant damage on a hit.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Postulant''' &lt;br /&gt;
|Crusader 5&lt;br /&gt;
|Gain the rank 2 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Page in your employ.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice V'''&lt;br /&gt;
|Sword for Justice IV, Crusader Postulant&lt;br /&gt;
|Cleanse now deals 2d6 damage and removes all three conditions.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VI'''&lt;br /&gt;
|Sword for Justice V&lt;br /&gt;
|Cleanse costs 1 fewer AP (min 1) and becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VII'''&lt;br /&gt;
|Sword for Justice VI&lt;br /&gt;
|Gain the Holy Sword Ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Sword.''' Spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VIII'''&lt;br /&gt;
|Sword for Justice VII&lt;br /&gt;
|Gain the Cleansing Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Cleansing Fire (2/Rest).''' When you use Cleanse, you may also remove any passive spells or magical effects that are improving the creature’s stats, such as Minor Augmentation.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent V'''&lt;br /&gt;
|Shield the Innocent IV, Crusader Postulant&lt;br /&gt;
|When you use Intercede, you may also suffer any conditions or effects instead of your ally. Intercede becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VI'''&lt;br /&gt;
|Shield the Innocent V&lt;br /&gt;
|Gain the Second Wind ability.&lt;br /&gt;
&lt;br /&gt;
* '''Second Wind (1⁄2 AWR/Rest).''' If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VII'''&lt;br /&gt;
|Shield the Innocent VI&lt;br /&gt;
|Choose another creature tag from Shield the Innocent II. Purge Unholy works on all three creature tags. Purge Unholy also costs 1 fewer AP (min 1).&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VIII'''&lt;br /&gt;
|Shield the Innocent VII&lt;br /&gt;
|Gain the Holy Shield ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Shield (AWR/Rest).''' Spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Ordinant''' &lt;br /&gt;
|Crusader Postulant, Crusader 10&lt;br /&gt;
|Gain the rank 3 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Squire in your employ.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice IX'''&lt;br /&gt;
|Sword for Justice VIII, Crusader Ordinant&lt;br /&gt;
|Choose two more creature tags from Sword for Justice II. Divine Infusion damage applies to all three creature tags.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice X'''&lt;br /&gt;
|Sword for Justice IX&lt;br /&gt;
|Cleanse now deals 3d6 damage and becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice XI'''&lt;br /&gt;
|Sword for Justice X&lt;br /&gt;
|Regain one use of Divine Infusion when you Recoup. Divine Infusion becomes 1⁄2 AWR/Rest.&lt;br /&gt;
&lt;br /&gt;
When you roll the max on a Divine Infusion die that would heal HP or deal damage, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add all of those numbers together for your total healing or damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice XII'''&lt;br /&gt;
|Sword for Justice XI&lt;br /&gt;
|Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent IX'''&lt;br /&gt;
|Shield the Innocent VIII, Crusader Ordinant&lt;br /&gt;
|Purge Unholy does +1d8 radiant damage. Pick one more creature tag from Shield the Innocent II. Purge Unholy works against that tag as well.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent X'''&lt;br /&gt;
|Shield the Innocent IX&lt;br /&gt;
|When you use Intercede, reduce the damage you take by 1d6+AWR.&lt;br /&gt;
&lt;br /&gt;
Intercede becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent XI'''&lt;br /&gt;
|Shield the Innocent X&lt;br /&gt;
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes 1⁄2 AWR/Rest.&lt;br /&gt;
&lt;br /&gt;
When you roll the max number on a Purge Unholy die that would deal damage, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add all of those numbers together for your total damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent XII'''&lt;br /&gt;
|Shield the Innocent XI&lt;br /&gt;
|Second Wind now heals 1d8+AWR and becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Templar''' &lt;br /&gt;
|Crusader Ordinant, Crusader 14&lt;br /&gt;
|You are known far and wide as a defender of the weak and a devoted soldier to your ideals.&lt;br /&gt;
&lt;br /&gt;
Whenever you are within 30 miles of a settlement and you have at least 3 Goodwill in that settlement, you can intimidate potential foes when you roll Initiative. Any creature of a ML equal to or lower than 1⁄2 your level that can see you, or if they have heard tale or seen evidence of your presence (but you must actually be there), must make a CHA check against a DC of 10 + your CHA. On a failure, they are Shaken until they Take a Rest whenever you are within 30 ft of them. If they beat the DC or you become Bloodied, they are Immune to this ability until they Take a Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your character level, half of them will flee.&lt;br /&gt;
|''Zealot, Crusader, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Cause Track ===&lt;br /&gt;
[[File:HolyCauseTrack.png|center|frameless|538x538px|Holy Cause Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Cause II'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You may use Holy Cause to cancel the Shaken condition.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspirational''' &lt;br /&gt;
|Holy Cause II&lt;br /&gt;
|Gain the Inspirational ability.&lt;br /&gt;
&lt;br /&gt;
* '''Inspirational (CHA/Rest).''' While you have an Aura active, you may choose for affected creatures in the Aura to gain +1 TA while in the Aura.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands''' &lt;br /&gt;
|Inspirational&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lay on Hands (2/Rest).''' You may touch a creature and spend 2 AP to restore 3 HP to that creature.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspire Fear''' &lt;br /&gt;
|Lay on Hands&lt;br /&gt;
|Gain the Inspire Fear ability.&lt;br /&gt;
&lt;br /&gt;
* '''Inspire Fear (CHA/Rest).''' While you have an Aura active, you may spend 2 AP to impose 1 TD on all hostile creatures in the Aura while they remain in the Aura.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Inspire Fear&lt;br /&gt;
|Lay on Hands becomes 3/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Cause III'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Pious&lt;br /&gt;
|You may use Holy Cause to cancel the Enthralled condition.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Holy Cause III&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Pious ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pious (1/Week).''' You may touch a creature suffering from a common poison and instantaneously cure it.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fervent Leader''' &lt;br /&gt;
|Holy Cause 6&lt;br /&gt;
|Gain the Fervent Leader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fervent Leader (CHA/Rest).''' When an allied creature within range of your active Aura is hit by an attack that targets their ANT, LOG, or WILL, you may choose for it to hit you instead.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy''' &lt;br /&gt;
|Fervent Leader, Holy Cause&lt;br /&gt;
|Holy Cause becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious II'''&lt;br /&gt;
|Fervent Leader, Pious&lt;br /&gt;
|Pious can also cure common diseases.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Holy Cause 8&lt;br /&gt;
|Lay on Hands becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy II'''&lt;br /&gt;
|Lay on Hands III, Ever Holy&lt;br /&gt;
|Holy Cause recharges AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious III'''&lt;br /&gt;
|Lay on Hands III, Pious II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
&lt;br /&gt;
Pious becomes 2/Week.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalwart Leader''' &lt;br /&gt;
|Holy Cause 10&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skill with the athleticism, stamina, influence, or observation tag.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy III'''&lt;br /&gt;
|Stalwart Leader, Ever Holy II&lt;br /&gt;
|Regain 1 use of Holy Cause when Recouping.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious IV'''&lt;br /&gt;
|Stalwart Leader, Pious III&lt;br /&gt;
|Pious can cure uncommon poisons and diseases.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fervent Leader II'''&lt;br /&gt;
|Holy Cause 12&lt;br /&gt;
|When you use your Fervent Leader ability, you can ignore the Frightened and Shaken conditions if you would gain them as a result of being hit.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands IV'''&lt;br /&gt;
|Fervent Leader II&lt;br /&gt;
|Lay on Hands becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shining Beacon''' &lt;br /&gt;
|Lay on Hands IV&lt;br /&gt;
|You are renowned far and wide as an inspirational figure. Kings and generals vie for your attention and would pay great prices to get you to lead their armies, but all know that you only raise a blade or lead a battle when you believe that the cause is just.&lt;br /&gt;
&lt;br /&gt;
When you roll Initiative, you may choose to activate your Shining Beacon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shining Beacon (1/Week).''' For the duration of the battle, you and all allies that can see or hear you gain +1 TA. All hostile creatures that can see or hear you suffer 1 TD. At the start of each minute, you and a number of creatures up to your CHA gain Shield HP equal to your AWR. You and all allies that can see or hear you cannot be Frightened, Shaken, or Broken.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Zealot, Holy Cause, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reputation Track ===&lt;br /&gt;
[[File:ReputationTrack.png|center|frameless|330x330px|Reputation Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Good Reputation&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bad Reputation&lt;br /&gt;
|When in a settled area where you have 0 or more Goodwill, you get a 10% discount on room/board.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation II'''&lt;br /&gt;
|Good Reputation&lt;br /&gt;
|When in a settled area where you have 0 or more Goodwill, you also get a 10% discount on goods/services.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation III'''&lt;br /&gt;
|Good Reputation II&lt;br /&gt;
|Gain the Upstanding Citizen ability.&lt;br /&gt;
&lt;br /&gt;
* '''Upstanding Citizen (1/Month).''' Gain +1 Goodwill in a settled area.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation IV'''&lt;br /&gt;
|Good Reputation III&lt;br /&gt;
|Your room/board discount becomes 15%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation V'''&lt;br /&gt;
|Good Reputation IV&lt;br /&gt;
|Your goods/services discount becomes 15%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VI'''&lt;br /&gt;
|Good Reputation V&lt;br /&gt;
|Gain the Citizen’s Favor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Citizen’s Favor (1/Month).''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VII'''&lt;br /&gt;
|Good Reputation VI&lt;br /&gt;
|Your room/board discount becomes 20%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VIII'''&lt;br /&gt;
|Good Reputation VII&lt;br /&gt;
|Your goods/services discount becomes 20%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation IX'''&lt;br /&gt;
|Good Reputation VIII&lt;br /&gt;
|Upstanding Citizen becomes 1/Week.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation X'''&lt;br /&gt;
|Good Reputation IX&lt;br /&gt;
|Citizen’s Favor becomes 1/Week.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Bad Reputation&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Good Reputation&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, you gain +2 to Menacing and Intimidating.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation II'''&lt;br /&gt;
|Bad Reputation&lt;br /&gt;
|Bad Reputation also grants you +2 to Initiative as people are intimidated by your threatening presence.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation III'''&lt;br /&gt;
|Bad Reputation II&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, you also have a 10% discount on room/board as people are afraid of giving you normal rates.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation IV'''&lt;br /&gt;
|Bad Reputation III&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, you also have a 10% discount on goods/services as people are afraid of giving you normal rates.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation V'''&lt;br /&gt;
|Bad Reputation IV&lt;br /&gt;
|Gain the Bribe ability.&lt;br /&gt;
&lt;br /&gt;
* '''Bribe (1/Month).''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VI'''&lt;br /&gt;
|Bad Reputation V&lt;br /&gt;
|Your room/board discount becomes 15%.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VII'''&lt;br /&gt;
|Bad Reputation VI&lt;br /&gt;
|Your goods/services discount becomes 15%.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VIII'''&lt;br /&gt;
|Bad Reputation VII&lt;br /&gt;
|Your Intimidating and Menacing bonus becomes +5.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation IX'''&lt;br /&gt;
|Bad Reputation VIII&lt;br /&gt;
|Your Initiative bonus becomes +5.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation X'''&lt;br /&gt;
|Bad Reputation IX&lt;br /&gt;
|Bribe becomes 1/Week.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Hellbound2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Hellbound Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&amp;lt;blockquote&amp;gt;Note: This is a shared subclass track with the hellcrafter class&amp;lt;/blockquote&amp;gt;Having clawed their way from the very pits of the inferno, the Hellbound walks a thin line between zeal and sacrilege; empowered to act by the brand of Hell upon their soul. Through sheer will and command of darker forces these warriors supplant the divine with the profane, yet they seek ever to redeem themselves from the misdeeds of their past lives, freed now from the grip of damnation, and determined to break that hold upon not only their own whims but of others cursed by the denizens of Hell.&lt;br /&gt;
&lt;br /&gt;
Many Hellbound strive to cleanse their diabolical powers and channel their fiery wrath for good, while others embrace their insurmountable link with damnation and give in to its overwhelming power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Bond'''&lt;br /&gt;
|Zealot Entry or Hellcrafter Entry&lt;br /&gt;
|Gain the Infernal Bond ability.&lt;br /&gt;
&lt;br /&gt;
* '''Infernal Bond (2/Rest).''' Whenever you fail a CHA check, or a creature makes a successful attack against your WILL, you may reroll that check or force that creature to reroll their attack, taking the new result.&lt;br /&gt;
&lt;br /&gt;
If you have Zealot Entry, this talent and all other Hellbound talents have the zealot tag. If you have Hellcrafter Entry, this talent and all other Hellbound talents have the hellcrafter tag. If you have both the Hellcrafter Entry and Zealot Entry talents, choose whether this track is considered a Zealot or Hellcrafter track for you.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Scion'''&lt;br /&gt;
|Infernal Bond&lt;br /&gt;
|You gain Resist Fire +3.&lt;br /&gt;
Gain the Fire Scion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fire Scion (½ CHA/Rest).''' When you take any fire damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took) for 1 minute. The first time you deal any damage after using this ability, you deal +1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
This talent and any Hellbound talent you take with the fire tag grants you +5 SP. When you cast any occult or divine spell, prayer, or chant that deals damage, you may choose to deal fire damage instead of its normal damage.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciple of Flame'''&lt;br /&gt;
|Fire Scion&lt;br /&gt;
|Learn 2 arcane spells from the following list. They count as divine spells for you if this talent has the zealot tag, and as occult spells if this talent has the hellcrafter tag. If you did not have a magic attribute already, then it is CHA.&lt;br /&gt;
'''''Arcane spells:''''' [[Fan the Flames]], [[Fireball]], [[Fire Shield]], [[Nova]], [[Wall of Fire]], [[Wave of Fire]]&lt;br /&gt;
|''Hellbound, Fire, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade'''&lt;br /&gt;
|Fire Scion&lt;br /&gt;
|Gain the Flameblade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flameblade (2/Rest).''' For 2 AP you set a melee weapon in your hands ablaze for 1 minute, converting all of your damage done with that weapon to fire. While active, this is considered your Flameblade and you may choose to attack a creature’s REF instead of their AR, and you may choose to use your CHA for attacks and damage with your Flameblade.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Burning Resurgence'''&lt;br /&gt;
|Flameblade&lt;br /&gt;
|Flameblade becomes 1⁄2 CHA/Rest. Once you have taken 10 talents with the hellbound tag, you regain +1 use of Flameblade whenever you Recoup.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flame Strike'''&lt;br /&gt;
|Disciple of Flame, Flameblade&lt;br /&gt;
|Whenever you hit a creature with your Flameblade while ablaze, they gain Burning 1d4 for 1 minute.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swirling Vortex'''&lt;br /&gt;
|Disciple of Flame, Flameblade&lt;br /&gt;
|When you hit a creature with your Flameblade while it is ablaze, you may spend 1 Reactive AP to deal your CHA in fire damage to any creature within 5 ft of that creature, including yourself. This damage activates your Fire Scion feature for no additional Reactive AP cost if you are subjected to this damage.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade II'''&lt;br /&gt;
|Flameblade&lt;br /&gt;
|You may choose to ignore any Resist Fire with your Flameblade. Additionally, you gain +1 TA on attacks against a creature afflicted with the Burning condition.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade III'''&lt;br /&gt;
|Flameblade II, Flame Strike, Hellbound 6&lt;br /&gt;
|While your Flameblade is ablaze you ignore Immune Fire, treating a creature with such as if they only possessed Affinity. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature extends their Burning duration by 1 round.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellfire'''&lt;br /&gt;
|Flameblade III, Hellbound 12&lt;br /&gt;
|While your Flameblade is ablaze, you deal +1d4 fire damage with your Flameblade. Additionally, when you apply the Burning condition it is increases by 1 die size (e.g. 1d4 becomes 1d6).&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve'''&lt;br /&gt;
|Fire Scion, Hellbound 4&lt;br /&gt;
|Whenever an attack against your mental defenses misses, you gain +1 TA on your next attribute check or attack against the originating creature or any of its allies.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Fervor'''&lt;br /&gt;
|Focused Resolve, Hellbound 8&lt;br /&gt;
|Gain the Fiendish Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fiendish Fervor (2/Rest).''' When you hit a creature with the fiend tag you may spend 1 AP to unnerve that creature. Make a magic attack against the WILL of the struck creature. On a hit, that creature is Shaken until the end of your next turn. On your subsequent turns, if you hit the same Shaken creature again, you may spend 1 AP to continue the Shaken duration.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Burning Fervor'''&lt;br /&gt;
|Fiendish Fervor, Flameblade&lt;br /&gt;
|You may now use your Fiendish Fervor talent on any creature afflicted with Burning.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Fervor II'''&lt;br /&gt;
|Fiendish Fervor&lt;br /&gt;
|Choose 2 creature tags. Fiendish Fervor can also be used on those creatures. You now regain +1 use of your Friendish Fervor whenever you Recoup.&lt;br /&gt;
|''Hellbound, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor'''&lt;br /&gt;
|Fiendish Fervor&lt;br /&gt;
|Gain the Crushing Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crushing Fervor.''' When you hit a creature that is currently Shaken you may spend 1 AP to terrify them. Make a magic attack against the WILL of the Shaken creature. On a hit, that creature becomes Frightened of you until the end of your next turn. On your subsequent turns, if you hit the same Frightened creature again, you may spend +1 AP to continue the Frightened duration. This also continues the duration of Shaken from Fiendish Fervor.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''No Retreat'''&lt;br /&gt;
|Crushing Fervor&lt;br /&gt;
|You may spend 1 AP to give a creature that is Shaken or Frightened within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor II'''&lt;br /&gt;
|Crushing Fervor&lt;br /&gt;
|Gain the Breaking Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Breaking Fervor.''' When you hit a creature that is both Shaken and Frightened you may spend 1 AP to break them. Make a magic attack against the WILL of the afflicted creature. On a hit, that creature becomes Broken until the end of your next turn.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor III'''&lt;br /&gt;
|Crushing Fervor II&lt;br /&gt;
|Gain the Terrifying Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Terrifying Fervor (½ CHA/Rest).''' When you reduce a creature afflicted with the Broken condition to 0 HP you may spend 2 Reactive AP to terrify their allies. Make a magic attack against the WILL of each hostile creature of an equal or lower ML of the creature you have slain. On a hit, the creature is Broken for 1 minute or until they take damage. On a miss, the creature is Broken until the end of their next turn or until they take damage.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve II'''&lt;br /&gt;
|Focused Resolve&lt;br /&gt;
|You gain the Resolute Bastion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Resolute Bastion (2/Rest).''' When a creature makes an attack against you or one of your ally’s mental defenses you can add +1d4 to that defense. If that attack misses, you activate your Focused Resolve talent on that creature.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve III'''&lt;br /&gt;
|Focused Resolve II&lt;br /&gt;
|You may now use your Infernal Bond talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspired Resolve'''&lt;br /&gt;
|Focused Resolve III&lt;br /&gt;
|Gain the Inspired Resolve ability. &lt;br /&gt;
&lt;br /&gt;
* '''Inspired Resolve (½ CHA/Rest).''' You may spend 2 AP to activate Focused Resolve against a single creature. If that creature is afflicted with the Engaged or Broken condition then this only costs you 1 AP.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve IV'''&lt;br /&gt;
|Focused Resolve III&lt;br /&gt;
|You may now use Resolute Bastion CHA/Rest, and you grant you or your ally a +1d6 instead of +1d4.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve V'''&lt;br /&gt;
|Focused Resolve IV&lt;br /&gt;
|While benefiting from TA drawn from your Focused Resolve, you increase your crit range on a creature you attack by +1 per the following condition it is afflicted with: Shaken, Frightened, Broken, and Burning.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve VI'''&lt;br /&gt;
|Focused Resolve V, Hellbound 12&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Recoup)''' Should you reduce a creature to 0 HP from a crit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup)&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation'''&lt;br /&gt;
|Infernal Bond&lt;br /&gt;
|You develop a trait influenced by your time spent in Hell. You may choose from the following fiendblood features: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or Occult Affinity.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation II'''&lt;br /&gt;
|Hellish Transformation or Blood Transformation, Character Level 5&lt;br /&gt;
|You gain the fiendblood Blood Transformation ability, choosing one of the available sublineages. If you already are a fiendblood, you gain +1 use of your Blood Transformation.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation III'''&lt;br /&gt;
|Hellish Transformation II, Character Level 15&lt;br /&gt;
|You gain +1 use of your Blood Transformation ability.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|Fiendish Fervor, Hellbound 14, Zealot Entry&lt;br /&gt;
|You’ve broken the bonds of hell upon your soul, freeing you from its influence, now able to seek your own path forward. &lt;br /&gt;
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire becomes +1d8. You may choose to lose any Hellish Transformation talents you have and instead gain +1 Attribute Point for each lost, but still cannot exceed any attribute limits, and you gain the Redemptive Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Redemptive Strike (2/Rest).''' If you have TA against a creature subject to Fiendish Fervor, you may automatically crit that creature 2/Rest. If that TA resulted from Focused Resolve, and your crit reduces the creature to 0 HP, you regain +1 use of Redemptive Strike.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup.&lt;br /&gt;
|''Hellbound, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Descent'''&lt;br /&gt;
|Fiendish Fervor, Hellbound 14, Hellcrafter Entry&lt;br /&gt;
|You have accepted the permanence of your connection to Hell, searing its power into your soul.&lt;br /&gt;
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn Champion. You may choose to lose up to 3 Attribute Points to increase your uses of Blood Transformation at a rate of +1 use per Attribute Point lost.&lt;br /&gt;
&lt;br /&gt;
Also, you and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour.&lt;br /&gt;
&lt;br /&gt;
Gain the Destroyer’s Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Destroyer's Strike (2/Rest).''' If you hit a target that is Frightened of you, you may cause the creature to become Broken.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Hellfire fire damage and Destroyer’s Strike psychic damage both increase to 1d10.&lt;br /&gt;
|''Hellbound, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
[[File:OathoftheSaints.png|thumb|275x275px]]&lt;br /&gt;
&lt;br /&gt;
=== Oath of the Saints Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
The Oath of the Saints is a path walked by zealots who seek not to merely venerate the saints and martyrs who came before them, but to embody them, to call upon their divinity that the saints might once again walk the world— if only for a moment. After all, saints are proven vessels through which miracles have been wrought, and the zealot is just a poor sinner by comparison. If they can bring back such potent souls, if even for a few seconds, then no price of the flesh is too great.&lt;br /&gt;
&lt;br /&gt;
They menace with jangling chainmail layered under hulking plate covered in engravings depicting scenes from the deaths and passions of martyrs. They are adorned with precious holy relics like saintly finger bones and teeth bound in gold wire, worn against the skin and hidden beneath their massive armor. Keepers of the Oath of Saints are seen by some as bringers of hope and deliverance, by others as wild-eyed, sinister juggernauts of destruction bearing an unhealthy obsession with the dead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Novitiate of the Saintly Mysteries'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Gain the first rank in the Inquisitor profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature after five days’ time instead of a full week. When you use the Inquisitor profession feature to root out a forbidden cult, dark ritual, or forbidden magic user in a settlement where your religion has a presence, you gain +1 Goodwill. (1/settlement)&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Armor of Expiation&lt;br /&gt;
|Gain the Sanction of the Martyr ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from a consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Sanction of the Martyr (2/Rest).''' Spend 3 AP to utter a plea to the sacrificial saints, blasting the area around you with divine energy. Make a magic AWR attack against the WILL of each hostile creature within 30 ft of you. On a hit, the creature is Taunted by you until the end of your next turn. You gain an amount of Shield HP equal to 1⁄2 your AWR (min 1) for each creature Taunted by this attack. Creatures with the eldritch, fiend, or undead tag have -1 to their WILL against this attack.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice II'''&lt;br /&gt;
|Armor of Sacrifice&lt;br /&gt;
|Gain the Sacrificial Lamb ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Sacrificial Lamb (AWR/Recoup).''' You may spend 1 Reactive AP when an ally within 10 ft of you takes damage to take 5 points of that damage in their stead. If they would suffer fewer than 5 points of damage, you only lose however much they would have suffered. The damage you receive from this reaction cannot be reduced or ignored by any means.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Armor of Sacrifice&lt;br /&gt;
|Gain the Blessing of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from a consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Blessing of the Confessor (2/Recoup).''' Spend 3 AP to utter a prayer to the saints of forgiveness, washing over the area around you with divine protection. Each ally within 30 ft of you is considered marked by this ability. All marked allies gain Shield HP equal to 1⁄2 your AWR (min 1) the first time in a round that you suffer damage. Allies are marked by this ability for up to 1 minute.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation II'''&lt;br /&gt;
|Armor of Expiation&lt;br /&gt;
|Gain the Ire of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Ire of the Confessor (2/Rest).''' While you have allies marked by Blessing of the Confessor, you may spend 1 Reactive AP whenever you suffer damage to Taunt the source of that damage (if it is a creature) until the end of its next turn. While Taunted, the creature has a −1 penalty to its WILL.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Implement of Censure&lt;br /&gt;
|Gain the Disciple of the Divine talent from the Divine Magic stack if you did not already have it. If you already have it, gain +5 SP instead. You do not gain the bonus Divine Power normally granted by that talent. Your magic attribute for divine magic gained through talents in the Oath of the Saints track is AWR. You may only cast spells gained from talents in the Oath of the Saints track when you are wielding a melee weapon, as these spells are channeled through a consecrated blessing you bestow upon your weapons.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction II'''&lt;br /&gt;
|Implement of Benediction&lt;br /&gt;
|Gain +5 SP. Learn either the Light Burst or Sacred Flare divine prayer. Whichever you choose is supercharged by your connection to the divine magic of the saints. Your Divine Power counts as being +4 higher than normal for purposes of determining the strengthened effects of the chosen prayer.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Implement of Benediction&lt;br /&gt;
|Gain the Inquisitor’s Censure ability. You can only use this ability while wielding a melee weapon, as this ability is channeled through a consecrated blessing you bestow upon your weapons.&lt;br /&gt;
&lt;br /&gt;
* '''Inquisitor’s Censure (3/Recoup).''' Spend 3 AP to perform a melee attack against a creature within your reach. If the creature has SP or the ability to cast spells, they suffer additional radiant damage equal to +1d4 + their magic attribute. If no magic attribute is listed for the creature, increase this damage by your AWR instead.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure II'''&lt;br /&gt;
|Implement of Censure&lt;br /&gt;
|Inquisitor’s Censure becomes 2 AP. If you are targeted by an offensive spell while in reach of the casting creature, you may spend 1 Reactive AP to use Inquisitor’s Censure to attack that creature.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hagiolator'''&lt;br /&gt;
|Novitiate of Saintly Mysteries&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the knowledge or observation tag. When rolling Religion checks, you may add your AWR instead of your INT to that roll.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reliquarian'''&lt;br /&gt;
|Hagiolator&lt;br /&gt;
|You possess a collection of both true and false relics of the saints that you revere and study. From studying and praying upon these relics, you learn one prayer and one divine spell, choosing from the following lists. You may cast the spell you selected without expending SP 1/Rest. When cast in this way, you may not spend SP to upcharge the spell.&lt;br /&gt;
'''Prayers:''' [[Amplify]], [[Candle of Faith]], [[Celestial Grace]], [[Gentle Whisper]], [[Graceful Poise]], [[Guide]], [[Stabilizing Touch]], [[Twinkling Lights]]&lt;br /&gt;
&lt;br /&gt;
'''Divine Spells:''' [[Brooding Darkness]], [[Censure]], [[Commandment]], [[Curative Word]], [[Divine Challenge]], [[Heroism]], [[Keep Standing]], [[Light and Shadow]], [[Minor Blessing]], [[Refocus]], [[Revitalize]], [[Sympathy]]&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hagiographer'''&lt;br /&gt;
|Reliquarian, Oath of the Saints 5&lt;br /&gt;
|Gain rank 2 of the Inquisitor profession. If you already have it, you do not gain additional Skill Points, but the amount of money you earn by using the second rank Inquisitor profession feature increases by +10 sc. You gain +2 on all skill checks with skills that have the observation tag when trying to determine if a person is a forbidden magic user or is involved with or knows about a forbidden cult or dark ritual.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice III'''&lt;br /&gt;
|Hagiographer, Armor of Sacrifice II&lt;br /&gt;
|The amount of damage you suffer in the stead of your allies with Sacrificial Lamb becomes 8. The amount of Shield HP gained when you use Sanction of the Martyr becomes 1⁄2 AWR+1.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice IV'''&lt;br /&gt;
|Armor of Sacrifice III&lt;br /&gt;
|Creatures Taunted by your Sanction of the Martyr remain Taunted for up to 1 minute. The amount of Shield HP gained when you use Sanction of the Martyr becomes 1⁄2 AWR+2.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation III'''&lt;br /&gt;
|Hagiographer, Armor of Expiation II&lt;br /&gt;
|The amount of Shield HP gained by allies marked by Blessing of the Confessor becomes 1⁄2 AWR+1. Allies marked by the Blessing of the Confessor are healed HP equal to 1⁄2 your AWR (min 1) every time you gain a Death Point.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation IV'''&lt;br /&gt;
|Armor of Expiation III&lt;br /&gt;
|The amount of Shield HP gained by allies marked by Blessing of the Confessor becomes 1⁄2 AWR+2. &lt;br /&gt;
You gain the Forgiveness of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Forgiveness of the Confessor (1/Rest).''' When an ally with Shield HP from Blessing of the Confessor misses with an attack against a single target you may spend 1 Reactive AP to encourage them. They can remove all of their Shield HP (min 1) to reroll the missed attack.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction III'''&lt;br /&gt;
|Hagiographer, Implement of Benediction II&lt;br /&gt;
|Gain +5 SP. Learn one divine prayer and one divine spell.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction IV'''&lt;br /&gt;
|Implement of Benediction III&lt;br /&gt;
|Gain +5 SP. When you cast a divine spell learned from talents in the Order of the Saints track, you can choose to lose 5 HP and reduce the spell’s APC by 1 (min 1). You may only use this effect once per spell cast.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure III'''&lt;br /&gt;
|Hagiographer, Implement of Censure II&lt;br /&gt;
|Gain +1 use per Recoup of the Inquisitor’s Censure ability and the bonus damage becomes +1d6.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure IV'''&lt;br /&gt;
|Implement of Censure III&lt;br /&gt;
|Gain the Judgment of the Saints ability. You can only use this ability while wielding a melee weapon, as this ability is channeled through a consecrated blessing you bestow upon your weapons.&lt;br /&gt;
&lt;br /&gt;
* '''Judgment of the Saints (1/Recoup).''' Spend 2 AP to cause a wave of devastating divine castigation to radiate from your weapon. Make a magic attack against the WILL of each hostile creature within 30 ft of you. On a hit, the creature is Demoralized until the end of your next turn. Creatures hit by this attack also gain Vulnerable Radiant 1 while Demoralized. If the target has Resist Radiant, instead reduce the Resist value by 1 for the duration. If they have Immune Radiant, they ignore this effect.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Speaker for the Saints'''&lt;br /&gt;
|Hagiographer&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence tag. You also learn the Exorcism ritual. When you use the Exorcism ritual, you can invoke the names and deeds of exorcist-saints to accept the upcharge benefits and consequences while only rolling three times on the Exorcism Side Effect table instead of four times.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hagiomancer'''&lt;br /&gt;
|Speaker for the Saints, Oath of the Saints 10&lt;br /&gt;
|Your collection of true and false relics of the saints grows, and with it your connection to those saints, their spirits, and their stories. You gain +1 use per rest of all Oath of the Saints abilities that have uses limited by X/Rest.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sacrificial Protector'''&lt;br /&gt;
|Hagiomancer, Armor of Sacrifice IV&lt;br /&gt;
|The amount of damage you suffer in the stead of your allies with Sacrificial Lamb becomes 10. While Bloodied, you gain an amount of Shield HP equal to 1⁄2 of your AWR (min 1) at the start of each of your turns.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation V'''&lt;br /&gt;
|Hagiomancer, Armor of Expiation IV&lt;br /&gt;
|While you have allies marked by Blessing of the Confessor, you and all marked allies regain additional HP equal to 1⁄2 of your AWR (min 1) whenever you would regain HP by magical means (such as from a spell or healing potion). While wearing medium or heavy armor, the number of Death Points required to kill you increases by +1.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction V'''&lt;br /&gt;
|Hagiomancer, Implement of Benediction IV&lt;br /&gt;
|Gain +5 SP. Increase the amount of damage you inflict or heal with divine spells or rituals by your AWR. Increase the amount of damage you inflict with divine prayers by 1⁄2 of your AWR (min 1).&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure V'''&lt;br /&gt;
|Hagiomancer, Implement of Censure IV&lt;br /&gt;
|Gain +1 use per Recoup of the Inquisitor’s Censure ability. You may perform a 1 minute ritual of prayer over a melee weapon, which must be done as part of a Rest or Recoup, in order to imbue it with the divine odium of the saints. All damage inflicted by the blessed weapon counts as radiant damage and you may add 1⁄2 of your AWR (min 1) as a bonus to damage rolls with this weapon. This blessing lasts for the next 8 hours and only functions while the weapon is in your hands— other creatures that wield the weapon gain no benefit from this effect.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arch-Reliquarian'''&lt;br /&gt;
|Hagiomancer, Oath of the Saints 14&lt;br /&gt;
|You are known far and wide as a holy warrior and learned scholar of the lives of the saints, a wise and powerful student of bloody virtue and divine suffering. The more you bleed, the more holy power weeps forth from your wounds, turning to divine fire to wash over the battlefield, searing your foes and granting succor to your allies.&lt;br /&gt;
Gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Armor of the Saints (1/Week).''' When you become Bloodied or suffer a crit, you and all allies that can see you become Protected for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* '''Blood of the Martyrs (1/Week).''' When you are damaged while Bloodied, you and all allies that can see you heal for 2d6 HP.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant Stand (1/Week).''' When you suffer a Death Point, you and all allies that can see you gain 3d6 Shield HP.&lt;br /&gt;
&lt;br /&gt;
* '''Final Sacrifice (1/Week).''' When you die, all enemies that can see you automatically suffer 3d6 radiant damage.&lt;br /&gt;
&lt;br /&gt;
Only one of the above abilities can be triggered by any single source of damage. If you would be in a position for more than one ability to trigger, you may choose which to trigger.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Each of the effects of this talent may trigger 1/ Rest, instead of 1/Week. The amount healed by Blood of the Martyrs becomes 4d6, the amount of Shield HP gained from Valiant Stand and damage inflicted by Final Sacrifice both become 6d6.&lt;br /&gt;
|''Zealot, Oath of the Saints, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Zealot&amp;diff=14094</id>
		<title>Zealot</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Zealot&amp;diff=14094"/>
		<updated>2025-11-05T21:11:49Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Hondu Zealot.png|thumb|Chauncey]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;No matter the adversity, I hold to my convictions. I will bring light to the shadow, food to the hungry, and comfort to the afflicted. I will stand as a shield for those who cannot defend themselves, and a sentinel for the weary. For I am a good boy.&amp;quot; - [[Chauncey]]&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
You have always been a serious person. As a child you took playing with a somber gravity and it greatly upset you when another child broke the rules. In your adolescence you were often dismayed by the lackadaisical nature of your contemporaries. At some point along the way, you found a cause to which you dedicated your very soul. This transformation has led you to seek out a sacred order or deity to whom you have pledged your allegiance. You now strive to undertake acts of selflessness and zeal for the betterment of the world in accordance with the tenets of your faith.&lt;br /&gt;
&lt;br /&gt;
You are undoubtedly dedicated to your beliefs with keen resolve. How do you approach those who do not share your convictions? Do you seek to persuade folk to adopt your tenets as their own, or do you try to learn the beliefs of other creatures and the reasons behind those beliefs? Maybe you engage in a mix of both approaches.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Zealot Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Aura Track|Aura.]]''' Gain powerful auras that bolster yourself and your allies against the encroaching darkness.&lt;br /&gt;
&lt;br /&gt;
[[Zealot#Aura Enhancements|'''Aura Enhancements.''']] By attuning yourself with your divine cause, improve the ways that you can use your auras.&lt;br /&gt;
&lt;br /&gt;
[[Zealot#Cavalier Track|'''Cavalier'''.]] Bond with a mystic steed, on whom you can ride into battle.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Consecrated Blade Track|Consecrated Blade.]]''' You can enchant a weapon, turning it into a powerful artifact capable of smiting evil wherever it might lurk.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Crusader Track|Crusader.]]''' As a sword for the just and a shield for the innocent, you lead a crusade against the forces of evil.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Holy Cause Track|Holy Cause.]]''' Your very presence is enough to help other creatures remain true to their convictions, even against strong temptations.&lt;br /&gt;
&lt;br /&gt;
[[Zealot#Reputation Track|'''Reputation'''.]] Your reputation precedes you, for good or ill, and you are never treated as simply an innocuous traveler.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Hellbound Track|Hellbound.]]''' ''Harker's Guide to Vampire Hunting.'' Having descended into Hell and emerged with an otherworldly command of fire, fuel your weapon’s strikes with wrathful brimstone.&lt;br /&gt;
&lt;br /&gt;
'''[[Zealot#Oath of the Saints Track|Oath of the Saints.]]''' ''Harker's Guide to Vampire Hunting.'' A path walked by zealots who seek not to merely venerate the saints and martyrs who came before them, but to embody them,&lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Zealot Entry Talent ===&lt;br /&gt;
After gaining the Zealot Entry talent, you can take talents from any of the Zealot subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Just Defender.''' Gain one talent from the Defense stack.&lt;br /&gt;
&lt;br /&gt;
'''Holy Cause.''' Gain the Holy Cause ability. &lt;br /&gt;
&lt;br /&gt;
* '''Holy Cause (2/Rest).''' You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only currently able to cancel the Charmed condition with this ability.&lt;br /&gt;
&lt;br /&gt;
'''Aura'''. Gain one Aura talent of your choice and gain the Aura ability. &lt;br /&gt;
&lt;br /&gt;
* '''Aura (AWR/Rest).''' Spend 3 AP to activate your Aura. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP) or activate another Aura. Your Aura’s radius is 10 ft.&lt;br /&gt;
&lt;br /&gt;
'''Divine.''' You gain +1 Divine Power from this talent and from every talent you take in the Zealot stack. You do not gain additional SP unless noted in an individual talent.&lt;br /&gt;
|''Zealot, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aura Track ===&lt;br /&gt;
[[File:AuraTrack.png|center|frameless|703x703px|Aura Enhancement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aura&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius deal +2 damage whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression II'''&lt;br /&gt;
|Aura of Aggression, Divine Power 7&lt;br /&gt;
|You and all creatures of your choice within your Aura of Aggression now deal +5 damage whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression III'''&lt;br /&gt;
|Aura of Aggression II, Divine Power 12&lt;br /&gt;
|You and all creatures of your choice within your Aura of Aggression now deal additional damage equal to your AWR (min 5) whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Protection'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius gain +1 to their mental defenses.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Protection''' &lt;br /&gt;
|Aura of Protection&lt;br /&gt;
|Your Aura of Protection applies to creatures’ physical defenses as well.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Protection II'''&lt;br /&gt;
|Bodily Protection, Divine Power 7&lt;br /&gt;
|Your Aura of Protection applies to creatures’ AR as well.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark''' &lt;br /&gt;
|Aura of Protection&lt;br /&gt;
|Your Aura of Protection increases creatures’ defenses by +1.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark II'''&lt;br /&gt;
|Bulwark&lt;br /&gt;
|Your Aura of Protection now increases creatures’ defenses by +2.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark III'''&lt;br /&gt;
|Bulwark II&lt;br /&gt;
|Your Aura of Protection now increases creatures’ defenses by +3.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius gain DR 1/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction II'''&lt;br /&gt;
|Aura of Reduction, Divine Power 7&lt;br /&gt;
|Aura of Reduction grants targets DR 2/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction III'''&lt;br /&gt;
|Aura of Reduction II, Divine Power 12&lt;br /&gt;
|Aura of Reduction grants targets DR 3/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Vitality''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your Aura’s radius gain 1d6 Shield HP at the end of their turn.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Vitality II'''&lt;br /&gt;
|Aura of Vitality, Divine Power 12&lt;br /&gt;
|You and all creatures of your choice within your Aura do not gain Death Points at the end of their turn if they end their turn with 0 HP.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aura Enhancement Track ===&lt;br /&gt;
[[File:AuraEnhancementsTrack.png|center|frameless|560x560px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|By spending two uses of your Aura, you may use your Aura ability to activate two different Auras simultaneously.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura II'''&lt;br /&gt;
|Combined Aura&lt;br /&gt;
|By spending three uses of your Aura, you may use your Aura ability to activate three different Auras simultaneously.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura III'''&lt;br /&gt;
|Combined Aura II&lt;br /&gt;
|By spending four uses of your Aura, you may use your Aura ability to activate four different Auras simultaneously.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura II'''&lt;br /&gt;
|Extended Aura&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura III'''&lt;br /&gt;
|Extended Aura II&lt;br /&gt;
|Your Aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura IV'''&lt;br /&gt;
|Extended Aura III&lt;br /&gt;
|Your Aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura V'''&lt;br /&gt;
|Extended Aura IV&lt;br /&gt;
|Your Aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura VI'''&lt;br /&gt;
|Extended Aura V&lt;br /&gt;
|Your Aura’s radius extends by +20 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Aura becomes AWR/Recoup.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura II'''&lt;br /&gt;
|Frequent Aura, Zealot 7&lt;br /&gt;
|Aura becomes AWR/Catch Breath.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura III'''&lt;br /&gt;
|Frequent Aura II, Divine 24&lt;br /&gt;
|You have unlimited uses of your Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Your Aura costs 1 fewer AP to cast (min 1).&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Aura II''' &lt;br /&gt;
|Quickened Aura&lt;br /&gt;
|Your Aura costs 1 fewer AP to cast (min 1).&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You may use Reactive AP to activate your Aura, spending the normal number of AP that it costs you to cast your Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavalier Track ===&lt;br /&gt;
[[File:CavalierTrack.png|center|frameless|400x400px|Cavalier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a [[Draft Horse]] (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. You can choose your mount’s appearance and your mount has the divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it is just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion).&lt;br /&gt;
&lt;br /&gt;
Your mount’s max HP is always equal to your number of Zealot talents x5.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier''' &lt;br /&gt;
|Holy Mount&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag.&lt;br /&gt;
&lt;br /&gt;
You can mount and dismount your holy mount with 5 ft of movement instead of spending an AP to mount or dismount.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount II'''&lt;br /&gt;
|Cavalier&lt;br /&gt;
|Your holy mount’s stats improve. Add your Divine Power to its max HP, and all of its defenses increase by +1.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier II'''&lt;br /&gt;
|Holy Mount II&lt;br /&gt;
|You gain +1 MCAP while riding your holy mount.&lt;br /&gt;
&lt;br /&gt;
Gain one Cavalier ability from the Cavalier Abilities list.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount III'''&lt;br /&gt;
|Cavalier II&lt;br /&gt;
|Your mount can use the stats of a [[Riding Horse]] or [[Camel]] (your MC might choose to allow additional options). You can spend 1 MCAP on your turn to allow your mount to make one of their basic attacks.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier III'''&lt;br /&gt;
|Holy Mount III&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag.&lt;br /&gt;
&lt;br /&gt;
Gain a second Cavalier ability.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount IV'''&lt;br /&gt;
|Cavalier III&lt;br /&gt;
|Your mount can use the stats of a [[war horse|War Horse]] or [[Elk]] (your MC might choose to allow additional options). Your mount’s defenses increase by +1. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier IV'''&lt;br /&gt;
|Holy Mount IV&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag. &lt;br /&gt;
&lt;br /&gt;
Gain a third Cavalier ability.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount V'''&lt;br /&gt;
|Cavalier IV&lt;br /&gt;
|Your mount can use the stats of a [[Pegasus]] or [[Ponycorn]] (your MC might choose to allow additional options). Your mount’s defenses increase by +1.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier V'''&lt;br /&gt;
|Holy Mount V&lt;br /&gt;
|You gain +1 MCAP while riding your holy mount. Choose one of your Cavalier Abilities to become Enhanced.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavalier Abilities Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cavalier Ability&lt;br /&gt;
!Ability&lt;br /&gt;
!Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Invigorate''' &lt;br /&gt;
|Spend 1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP. (1/ Recoup)&lt;br /&gt;
|Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Lead the Charge'''&lt;br /&gt;
|When you move, you may spend 1 MCAP to allow a number of allies equal to your CHA to immediately move up to 1⁄2 their speed for 0 AP. (1/Recoup)&lt;br /&gt;
|When you move, you may spend 1 MCAP to allow a number of allies equal to your CHA to immediately move up to their speed for 0 AP. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier’s Charge'''&lt;br /&gt;
|When you use MCAP to move, you can spend +1 MCAP to make a weapon attack against a creature that you moved within melee reach of during movement. (1/Recoup)&lt;br /&gt;
|When you use MCAP to move, you can also make a weapon attack against a creature that you moved within melee reach of during movement. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Stampede''' &lt;br /&gt;
|Spend 2 MCAP to move and make a trample attack against up to 3 creatures that you moved next to. This does not provoke reactive attacks. (1/Recoup)&lt;br /&gt;
|Spend 2 MCAP to move and make a trample attack against any creatures that you moved next to. This does not provoke reactive attacks. (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Together We Fall'''&lt;br /&gt;
|When you or your mount takes damage, you can reduce the damage by 1⁄2 CHA then split the remainder evenly between the two of you. (1/Recoup)&lt;br /&gt;
|When you or your mount takes damage, you can reduce the damage by CHA then split the remainder evenly between the two of you. (3/Recoup)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Consecrated Blade Track ===&lt;br /&gt;
[[File:ConsecratedBladeTrack.png|center|frameless|461x461px|Consecrated Blade Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Weapon'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Learn the [[Holy Weapon]] divine ritual, ignoring its Divine Power 7 prerequisite. If you already knew it, learn one divine ritual of your choice if you meet its prerequisites. &lt;br /&gt;
&lt;br /&gt;
A weapon you have blessed with the Holy Weapon ritual is your holy weapon while the ritual persists.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unwavering''' &lt;br /&gt;
|Holy Weapon&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athleticism or stamina tag.&lt;br /&gt;
&lt;br /&gt;
While wielding your holy weapon, you cannot be disarmed.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Weapon''' &lt;br /&gt;
|Unwavering&lt;br /&gt;
|Your holy weapon also deals +1d6 damage against the creature tag that you chose when you cast the ritual. When you cast the ritual choose whether the damage is physical, fire, radiant, or necrotic.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blessed Blade''' &lt;br /&gt;
|Ardent Weapon&lt;br /&gt;
|Any creature that can see you may use your holy weapon and gain its full benefits.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot's Resolve'''&lt;br /&gt;
|Blessed Blade&lt;br /&gt;
|While wielding your holy weapon, gain +1 to mental defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Arsenal''' &lt;br /&gt;
|Zealot’s Resolve&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Versatile Weapon&lt;br /&gt;
|Gain the Holy Arsenal ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Arsenal (1/Week).''' When you cast Holy Weapon, you can bless two weapons, choosing the same or different creature tags for each weapon.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blessed Blade II'''&lt;br /&gt;
|Holy Arsenal&lt;br /&gt;
|Any creature can use your holy weapon, even without seeing you.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Weapon''' &lt;br /&gt;
|Zealot’s Resolve&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Holy Arsenal&lt;br /&gt;
|Choose an extra creature tag when you cast Holy Weapon. Your holy weapon gains its benefits against creatures with either tag.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Weapon II'''&lt;br /&gt;
|Versatile Weapon&lt;br /&gt;
|Your holy weapon also has a +1 crit range against any creature tag that you chose.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consecrated Weapon''' &lt;br /&gt;
|Consecrated Blade 7&lt;br /&gt;
|Gain the Consecrate Weapon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Consecrate Weapon.''' When you cast Holy Weapon ritual, you may choose one weapon to be a Consecrated Weapon for the duration. It now has a +2 bonus to attack and damage rolls instead of +1.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot's Resolve II'''&lt;br /&gt;
|Consecrated Weapon&lt;br /&gt;
|Zealot’s Resolve becomes +1 to physical and mental defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Recall'''&lt;br /&gt;
|Zealot’s Resolve II&lt;br /&gt;
|Gain the Recall ability.&lt;br /&gt;
&lt;br /&gt;
* '''Recall.''' When within 200 ft of your holy weapon and you can draw an unobstructed line between your holy weapon and yourself, you can call your weapon back to your hand for 1 AP. If another creature is holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lance'''&lt;br /&gt;
|Recall&lt;br /&gt;
|Your Consecrated Weapon gains a 40 ft thrown range if it did not already have the thrown property.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ethereal Recall'''&lt;br /&gt;
|Recall&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bloody Recall&lt;br /&gt;
|When you use Recall, by spending +1 AP you no longer have to draw an unobstructed line as your weapon becomes ethereal and flies through walls. You no longer need to make an attack to recall it if another creature is holding it; you automatically succeed.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloody Recall'''&lt;br /&gt;
|Recall&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Ethereal Recall&lt;br /&gt;
|When you use Recall, you may spend +3 AP to attack all creatures in a line between you and your weapon as it returns to your hand.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Arsenal II'''&lt;br /&gt;
|Recall, Blessed Blade II&lt;br /&gt;
|Holy Arsenal becomes three weapons. &lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Weapon II'''&lt;br /&gt;
|Recall, Ardent Weapon II&lt;br /&gt;
|Choose an extra creature tag when you cast Holy Weapon. Your holy weapon gains its benefits against creatures with any of the tags that you chose.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reward'''&lt;br /&gt;
|Consecrated Blade 11&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Punishment&lt;br /&gt;
|A holy weapon made by your Holy Weapon ritual has 1 charge. A creature can cast [[Healing Touch]] for 0 SP using this charge.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Punishment''' &lt;br /&gt;
|Consecrated Blade 11&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Reward&lt;br /&gt;
|A holy weapon made by your Holy Weapon ritual has 1 charge. A creature can cast [[Shining Bolt]] for 0 SP using this charge. If a creature other than you is wielding this weapon, they use their magic attribute, or their CHA if they do not have a magic attribute.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consecrated Weapon II'''&lt;br /&gt;
|Consecrated Blade 12&lt;br /&gt;
|Your Consecrated Weapon bonus becomes +3 to attack and damage rolls.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot's Resolve III'''&lt;br /&gt;
|Consecrated Weapon II&lt;br /&gt;
|Zealot’s Resolve becomes +2 to physical and mental defenses and +1 to AR.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon of Legend''' &lt;br /&gt;
|Zealot’s Resolve III&lt;br /&gt;
|Your weapon has untold fame and your reputation benefits accordingly. Enemies might boastfully challenge you or act super deferential out of fear. Kings and generals will herald you with great feasts in your honor. Knights and soldiers will seek to learn from you.&lt;br /&gt;
&lt;br /&gt;
Your Consecrated Weapon bonus becomes +4 to attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
Reward/Punishment with Consecrated Weapons have 3 charges.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30''''': Cast Holy Weapon one final time on your Consecrated Weapon, making its effects permanent. Lose the Consecrate Weapon ability permanently, but Reward/Punishment with this weapon has 5 charges. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for another creature to bond with this item.&lt;br /&gt;
|''Zealot, Consecrated Blade, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crusader Track ===&lt;br /&gt;
[[File:CrusaderTrack.png|center|frameless|539x539px|Crusader Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Aspirant''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Gain rank 1 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature one additional time per week.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice''' &lt;br /&gt;
|Crusader Aspirant&lt;br /&gt;
|Gain the Divine Infusion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Infusion (2/Rest).''' Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. The ally regains 1d10 HP, or the enemy you hit with the weapon takes +1d10 radiant damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice II'''&lt;br /&gt;
|Sword for Justice&lt;br /&gt;
|Choose a planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Divine Infusion, if the target has that tag or the undead tag, deal +1d10 radiant damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice III'''&lt;br /&gt;
|Sword for Justice II&lt;br /&gt;
|Gain the Cleanse ability.&lt;br /&gt;
&lt;br /&gt;
* '''Cleanse (2/Rest).''' Spend 3 AP to make a magical AWR attack against a creature’s WILL. On a hit, the creature takes 1d6 psychic damage and you can remove a condition from that creature: Focused, Protected, or Rallied. On a miss, you do not expend a use of this ability.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice IV'''&lt;br /&gt;
|Sword for Justice III&lt;br /&gt;
|When you use Divine Infusion, heal +1d10 HP if used on an ally.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent''' &lt;br /&gt;
|Crusader Aspirant&lt;br /&gt;
|Gain the Purge Unholy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Purge Unholy (2/Rest).''' Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile creature with the undead tag within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent II'''&lt;br /&gt;
|Shield the Innocent&lt;br /&gt;
|Choose one planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Purge Unholy, it targets both creatures with the undead tag and that choice.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent III'''&lt;br /&gt;
|Shield the Innocent II&lt;br /&gt;
|Gain the Intercede ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercede (2/Rest).''' When an ally within 30 ft of you takes damage, you take all the damage instead. The ally still suffers any other effects.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent IV'''&lt;br /&gt;
|Shield the Innocent III&lt;br /&gt;
|Creatures that you hit with Purge Unholy also take 1d8 radiant damage on a hit.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Postulant''' &lt;br /&gt;
|Crusader 5&lt;br /&gt;
|Gain the rank 2 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Page in your employ.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice V'''&lt;br /&gt;
|Sword for Justice IV, Crusader Postulant&lt;br /&gt;
|Cleanse now deals 2d6 damage and removes all three conditions.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VI'''&lt;br /&gt;
|Sword for Justice V&lt;br /&gt;
|Cleanse costs 1 fewer AP (min 1) and becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VII'''&lt;br /&gt;
|Sword for Justice VI&lt;br /&gt;
|Gain the Holy Sword Ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Sword.''' Spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VIII'''&lt;br /&gt;
|Sword for Justice VII&lt;br /&gt;
|Gain the Cleansing Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Cleansing Fire (2/Rest).''' When you use Cleanse, you may also remove any passive spells or magical effects that are improving the creature’s stats, such as Minor Augmentation.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent V'''&lt;br /&gt;
|Shield the Innocent IV, Crusader Postulant&lt;br /&gt;
|When you use Intercede, you may also suffer any conditions or effects instead of your ally. Intercede becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VI'''&lt;br /&gt;
|Shield the Innocent V&lt;br /&gt;
|Gain the Second Wind ability.&lt;br /&gt;
&lt;br /&gt;
* '''Second Wind (1⁄2 AWR/Rest).''' If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VII'''&lt;br /&gt;
|Shield the Innocent VI&lt;br /&gt;
|Choose another creature tag from Shield the Innocent II. Purge Unholy works on all three creature tags. Purge Unholy also costs 1 fewer AP (min 1).&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VIII'''&lt;br /&gt;
|Shield the Innocent VII&lt;br /&gt;
|Gain the Holy Shield ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Shield (AWR/Rest).''' Spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Ordinant''' &lt;br /&gt;
|Crusader Postulant, Crusader 10&lt;br /&gt;
|Gain the rank 3 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Squire in your employ.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice IX'''&lt;br /&gt;
|Sword for Justice VIII, Crusader Ordinant&lt;br /&gt;
|Choose two more creature tags from Sword for Justice II. Divine Infusion damage applies to all three creature tags.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice X'''&lt;br /&gt;
|Sword for Justice IX&lt;br /&gt;
|Cleanse now deals 3d6 damage and becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice XI'''&lt;br /&gt;
|Sword for Justice X&lt;br /&gt;
|Regain one use of Divine Infusion when you Recoup. Divine Infusion becomes 1⁄2 AWR/Rest.&lt;br /&gt;
&lt;br /&gt;
When you roll the max on a Divine Infusion die that would heal HP or deal damage, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add all of those numbers together for your total healing or damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice XII'''&lt;br /&gt;
|Sword for Justice XI&lt;br /&gt;
|Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent IX'''&lt;br /&gt;
|Shield the Innocent VIII, Crusader Ordinant&lt;br /&gt;
|Purge Unholy does +1d8 radiant damage. Pick one more creature tag from Shield the Innocent II. Purge Unholy works against that tag as well.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent X'''&lt;br /&gt;
|Shield the Innocent IX&lt;br /&gt;
|When you use Intercede, reduce the damage you take by 1d6+AWR.&lt;br /&gt;
&lt;br /&gt;
Intercede becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent XI'''&lt;br /&gt;
|Shield the Innocent X&lt;br /&gt;
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes 1⁄2 AWR/Rest.&lt;br /&gt;
&lt;br /&gt;
When you roll the max number on a Purge Unholy die that would deal damage, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add all of those numbers together for your total damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent XII'''&lt;br /&gt;
|Shield the Innocent XI&lt;br /&gt;
|Second Wind now heals 1d8+AWR and becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Templar''' &lt;br /&gt;
|Crusader Ordinant, Crusader 14&lt;br /&gt;
|You are known far and wide as a defender of the weak and a devoted soldier to your ideals.&lt;br /&gt;
&lt;br /&gt;
Whenever you are within 30 miles of a settlement and you have at least 3 Goodwill in that settlement, you can intimidate potential foes when you roll Initiative. Any creature of a ML equal to or lower than 1⁄2 your level that can see you, or if they have heard tale or seen evidence of your presence (but you must actually be there), must make a CHA check against a DC of 10 + your CHA. On a failure, they are Shaken until they Take a Rest whenever you are within 30 ft of them. If they beat the DC or you become Bloodied, they are Immune to this ability until they Take a Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your character level, half of them will flee.&lt;br /&gt;
|''Zealot, Crusader, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Cause Track ===&lt;br /&gt;
[[File:HolyCauseTrack.png|center|frameless|538x538px|Holy Cause Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Cause II'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You may use Holy Cause to cancel the Shaken condition.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspirational''' &lt;br /&gt;
|Holy Cause II&lt;br /&gt;
|Gain the Inspirational ability.&lt;br /&gt;
&lt;br /&gt;
* '''Inspirational (CHA/Rest).''' While you have an Aura active, you may choose for affected creatures in the Aura to gain +1 TA while in the Aura.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands''' &lt;br /&gt;
|Inspirational&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lay on Hands (2/Rest).''' You may touch a creature and spend 2 AP to restore 3 HP to that creature.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspire Fear''' &lt;br /&gt;
|Lay on Hands&lt;br /&gt;
|Gain the Inspire Fear ability.&lt;br /&gt;
&lt;br /&gt;
* '''Inspire Fear (CHA/Rest).''' While you have an Aura active, you may spend 2 AP to impose 1 TD on all hostile creatures in the Aura while they remain in the Aura.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Inspire Fear&lt;br /&gt;
|Lay on Hands becomes 3/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Cause III'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Pious&lt;br /&gt;
|You may use Holy Cause to cancel the Enthralled condition.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Holy Cause III&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Pious ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pious (1/Week).''' You may touch a creature suffering from a common poison and instantaneously cure it.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fervent Leader''' &lt;br /&gt;
|Holy Cause 6&lt;br /&gt;
|Gain the Fervent Leader ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fervent Leader (CHA/Rest).''' When an allied creature within range of your active Aura is hit by an attack that targets their ANT, LOG, or WILL, you may choose for it to hit you instead.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy''' &lt;br /&gt;
|Fervent Leader, Holy Cause&lt;br /&gt;
|Holy Cause becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious II'''&lt;br /&gt;
|Fervent Leader, Pious&lt;br /&gt;
|Pious can also cure common diseases.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Holy Cause 8&lt;br /&gt;
|Lay on Hands becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy II'''&lt;br /&gt;
|Lay on Hands III, Ever Holy&lt;br /&gt;
|Holy Cause recharges AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious III'''&lt;br /&gt;
|Lay on Hands III, Pious II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
&lt;br /&gt;
Pious becomes 2/Week.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalwart Leader''' &lt;br /&gt;
|Holy Cause 10&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skill with the athleticism, stamina, influence, or observation tag.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy III'''&lt;br /&gt;
|Stalwart Leader, Ever Holy II&lt;br /&gt;
|Regain 1 use of Holy Cause when Recouping.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pious IV'''&lt;br /&gt;
|Stalwart Leader, Pious III&lt;br /&gt;
|Pious can cure uncommon poisons and diseases.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fervent Leader II'''&lt;br /&gt;
|Holy Cause 12&lt;br /&gt;
|When you use your Fervent Leader ability, you can ignore the Frightened and Shaken conditions if you would gain them as a result of being hit.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands IV'''&lt;br /&gt;
|Fervent Leader II&lt;br /&gt;
|Lay on Hands becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shining Beacon''' &lt;br /&gt;
|Lay on Hands IV&lt;br /&gt;
|You are renowned far and wide as an inspirational figure. Kings and generals vie for your attention and would pay great prices to get you to lead their armies, but all know that you only raise a blade or lead a battle when you believe that the cause is just.&lt;br /&gt;
&lt;br /&gt;
When you roll Initiative, you may choose to activate your Shining Beacon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shining Beacon (1/Week).''' For the duration of the battle, you and all allies that can see or hear you gain +1 TA. All hostile creatures that can see or hear you suffer 1 TD. At the start of each minute, you and a number of creatures up to your CHA gain Shield HP equal to your AWR. You and all allies that can see or hear you cannot be Frightened, Shaken, or Broken.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Zealot, Holy Cause, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reputation Track ===&lt;br /&gt;
[[File:ReputationTrack.png|center|frameless|330x330px|Reputation Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Good Reputation&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bad Reputation&lt;br /&gt;
|When in a settled area where you have 0 or more Goodwill, you get a 10% discount on room/board.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation II'''&lt;br /&gt;
|Good Reputation&lt;br /&gt;
|When in a settled area where you have 0 or more Goodwill, you also get a 10% discount on goods/services.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation III'''&lt;br /&gt;
|Good Reputation II&lt;br /&gt;
|Gain the Upstanding Citizen ability.&lt;br /&gt;
&lt;br /&gt;
* '''Upstanding Citizen (1/Month).''' Gain +1 Goodwill in a settled area.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation IV'''&lt;br /&gt;
|Good Reputation III&lt;br /&gt;
|Your room/board discount becomes 15%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation V'''&lt;br /&gt;
|Good Reputation IV&lt;br /&gt;
|Your goods/services discount becomes 15%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VI'''&lt;br /&gt;
|Good Reputation V&lt;br /&gt;
|Gain the Citizen’s Favor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Citizen’s Favor (1/Month).''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VII'''&lt;br /&gt;
|Good Reputation VI&lt;br /&gt;
|Your room/board discount becomes 20%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VIII'''&lt;br /&gt;
|Good Reputation VII&lt;br /&gt;
|Your goods/services discount becomes 20%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation IX'''&lt;br /&gt;
|Good Reputation VIII&lt;br /&gt;
|Upstanding Citizen becomes 1/Week.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation X'''&lt;br /&gt;
|Good Reputation IX&lt;br /&gt;
|Citizen’s Favor becomes 1/Week.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Bad Reputation&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Good Reputation&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, you gain +2 to Menacing and Intimidating.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation II'''&lt;br /&gt;
|Bad Reputation&lt;br /&gt;
|Bad Reputation also grants you +2 to Initiative as people are intimidated by your threatening presence.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation III'''&lt;br /&gt;
|Bad Reputation II&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, you also have a 10% discount on room/board as people are afraid of giving you normal rates.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation IV'''&lt;br /&gt;
|Bad Reputation III&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, you also have a 10% discount on goods/services as people are afraid of giving you normal rates.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation V'''&lt;br /&gt;
|Bad Reputation IV&lt;br /&gt;
|Gain the Bribe ability.&lt;br /&gt;
&lt;br /&gt;
* '''Bribe (1/Month).''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VI'''&lt;br /&gt;
|Bad Reputation V&lt;br /&gt;
|Your room/board discount becomes 15%.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VII'''&lt;br /&gt;
|Bad Reputation VI&lt;br /&gt;
|Your goods/services discount becomes 15%.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VIII'''&lt;br /&gt;
|Bad Reputation VII&lt;br /&gt;
|Your Intimidating and Menacing bonus becomes +5.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation IX'''&lt;br /&gt;
|Bad Reputation VIII&lt;br /&gt;
|Your Initiative bonus becomes +5.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation X'''&lt;br /&gt;
|Bad Reputation IX&lt;br /&gt;
|Bribe becomes 1/Week.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Hellbound2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Hellbound Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&amp;lt;blockquote&amp;gt;Note: This is a shared subclass track with the hellcrafter class&amp;lt;/blockquote&amp;gt;Having clawed their way from the very pits of the inferno, the Hellbound walks a thin line between zeal and sacrilege; empowered to act by the brand of Hell upon their soul. Through sheer will and command of darker forces these warriors supplant the divine with the profane, yet they seek ever to redeem themselves from the misdeeds of their past lives, freed now from the grip of damnation, and determined to break that hold upon not only their own whims but of others cursed by the denizens of Hell.&lt;br /&gt;
&lt;br /&gt;
Many Hellbound strive to cleanse their diabolical powers and channel their fiery wrath for good, while others embrace their insurmountable link with damnation and give in to its overwhelming power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Bond'''&lt;br /&gt;
|Zealot Entry or Hellcrafter Entry&lt;br /&gt;
|Gain the Infernal Bond ability.&lt;br /&gt;
&lt;br /&gt;
* '''Infernal Bond (2/Rest).''' Whenever you fail a CHA check, or a creature makes a successful attack against your WILL, you may reroll that check or force that creature to reroll their attack, taking the new result.&lt;br /&gt;
&lt;br /&gt;
If you have Zealot Entry, this talent and all other Hellbound talents have the zealot tag. If you have Hellcrafter Entry, this talent and all other Hellbound talents have the hellcrafter tag. If you have both the Hellcrafter Entry and Zealot Entry talents, choose whether this track is considered a Zealot or Hellcrafter track for you.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Scion'''&lt;br /&gt;
|Infernal Bond&lt;br /&gt;
|You gain Resist Fire +3.&lt;br /&gt;
Gain the Fire Scion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fire Scion (½ CHA/Rest).''' When you take any fire damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took) for 1 minute. The first time you deal any damage after using this ability, you deal +1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
This talent and any Hellbound talent you take with the fire tag grants you +5 SP. When you cast any occult or divine spell, prayer, or chant that deals damage, you may choose to deal fire damage instead of its normal damage.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciple of Flame'''&lt;br /&gt;
|Fire Scion&lt;br /&gt;
|Learn 2 arcane spells from the following list. They count as divine spells for you if this talent has the zealot tag, and as occult spells if this talent has the hellcrafter tag. If you did not have a magic attribute already, then it is CHA.&lt;br /&gt;
'''''Arcane spells:''''' [[Fan the Flames]], [[Fireball]], [[Fire Shield]], [[Nova]], [[Wall of Fire]], [[Wave of Fire]]&lt;br /&gt;
|''Hellbound, Fire, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade'''&lt;br /&gt;
|Fire Scion&lt;br /&gt;
|Gain the Flameblade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flameblade (2/Rest).''' For 2 AP you set a melee weapon in your hands ablaze for 1 minute, converting all of your damage done with that weapon to fire. While active, this is considered your Flameblade and you may choose to attack a creature’s REF instead of their AR, and you may choose to use your CHA for attacks and damage with your Flameblade.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Burning Resurgence'''&lt;br /&gt;
|Flameblade&lt;br /&gt;
|Flameblade becomes 1⁄2 CHA/Rest. Once you have taken 10 talents with the hellbound tag, you regain +1 use of Flameblade whenever you Recoup.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flame Strike'''&lt;br /&gt;
|Disciple of Flame, Flameblade&lt;br /&gt;
|Whenever you hit a creature with your Flameblade while ablaze, they gain Burning 1d4 for 1 minute.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swirling Vortex'''&lt;br /&gt;
|Disciple of Flame, Flameblade&lt;br /&gt;
|When you hit a creature with your Flameblade while it is ablaze, you may spend 1 Reactive AP to deal your CHA in fire damage to any creature within 5 ft of that creature, including yourself. This damage activates your Fire Scion feature for no additional Reactive AP cost if you are subjected to this damage.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade II'''&lt;br /&gt;
|Flameblade&lt;br /&gt;
|You may choose to ignore any Resist Fire with your Flameblade. Additionally, you gain +1 TA on attacks against a creature afflicted with the Burning condition.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flameblade III'''&lt;br /&gt;
|Flameblade II, Flame Strike, Hellbound 6&lt;br /&gt;
|While your Flameblade is ablaze you ignore Immune Fire, treating a creature with such as if they only possessed Affinity. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature extends their Burning duration by 1 round.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellfire'''&lt;br /&gt;
|Flameblade III, Hellbound 12&lt;br /&gt;
|While your Flameblade is ablaze, you deal +1d4 fire damage with your Flameblade. Additionally, when you apply the Burning condition it is increases by 1 die size (e.g. 1d4 becomes 1d6).&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve'''&lt;br /&gt;
|Fire Scion, Hellbound 4&lt;br /&gt;
|Whenever an attack against your mental defenses misses, you gain +1 TA on your next attribute check or attack against the originating creature or any of its allies.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Fervor'''&lt;br /&gt;
|Focused Resolve, Hellbound 8&lt;br /&gt;
|Gain the Fiendish Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fiendish Fervor (2/Rest).''' When you hit a creature with the fiend tag you may spend 1 AP to unnerve that creature. Make a magic attack against the WILL of the struck creature. On a hit, that creature is Shaken until the end of your next turn. On your subsequent turns, if you hit the same Shaken creature again, you may spend 1 AP to continue the Shaken duration.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Burning Fervor'''&lt;br /&gt;
|Fiendish Fervor, Flameblade&lt;br /&gt;
|You may now use your Fiendish Fervor talent on any creature afflicted with Burning.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Fervor II'''&lt;br /&gt;
|Fiendish Fervor&lt;br /&gt;
|Choose 2 creature tags. Fiendish Fervor can also be used on those creatures. You now regain +1 use of your Friendish Fervor whenever you Recoup.&lt;br /&gt;
|''Hellbound, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor'''&lt;br /&gt;
|Fiendish Fervor&lt;br /&gt;
|Gain the Crushing Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crushing Fervor.''' When you hit a creature that is currently Shaken you may spend 1 AP to terrify them. Make a magic attack against the WILL of the Shaken creature. On a hit, that creature becomes Frightened of you until the end of your next turn. On your subsequent turns, if you hit the same Frightened creature again, you may spend +1 AP to continue the Frightened duration. This also continues the duration of Shaken from Fiendish Fervor.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''No Retreat'''&lt;br /&gt;
|Crushing Fervor&lt;br /&gt;
|You may spend 1 AP to give a creature that is Shaken or Frightened within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor II'''&lt;br /&gt;
|Crushing Fervor&lt;br /&gt;
|Gain the Breaking Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Breaking Fervor.''' When you hit a creature that is both Shaken and Frightened you may spend 1 AP to break them. Make a magic attack against the WILL of the afflicted creature. On a hit, that creature becomes Broken until the end of your next turn.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crushing Fervor III'''&lt;br /&gt;
|Crushing Fervor II&lt;br /&gt;
|Gain the Terrifying Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Terrifying Fervor (½ CHA/Rest).''' When you reduce a creature afflicted with the Broken condition to 0 HP you may spend 2 Reactive AP to terrify their allies. Make a magic attack against the WILL of each hostile creature of an equal or lower ML of the creature you have slain. On a hit, the creature is Broken for 1 minute or until they take damage. On a miss, the creature is Broken until the end of their next turn or until they take damage.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve II'''&lt;br /&gt;
|Focused Resolve&lt;br /&gt;
|You gain the Resolute Bastion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Resolute Bastion (2/Rest).''' When a creature makes an attack against you or one of your ally’s mental defenses you can add +1d4 to that defense. If that attack misses, you activate your Focused Resolve talent on that creature.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve III'''&lt;br /&gt;
|Focused Resolve II&lt;br /&gt;
|You may now use your Infernal Bond talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspired Resolve'''&lt;br /&gt;
|Focused Resolve III&lt;br /&gt;
|Gain the Inspired Resolve ability. &lt;br /&gt;
&lt;br /&gt;
* '''Inspired Resolve (½ CHA/Rest).''' You may spend 2 AP to activate Focused Resolve against a single creature. If that creature is afflicted with the Engaged or Broken condition then this only costs you 1 AP.&lt;br /&gt;
|''Hellbound, Fire''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve IV'''&lt;br /&gt;
|Focused Resolve III&lt;br /&gt;
|You may now use Resolute Bastion CHA/Rest, and you grant you or your ally a +1d6 instead of +1d4.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve V'''&lt;br /&gt;
|Focused Resolve IV&lt;br /&gt;
|While benefiting from TA drawn from your Focused Resolve, you increase your crit range on a creature you attack by +1 per the following condition it is afflicted with: Shaken, Frightened, Broken, and Burning.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focused Resolve VI'''&lt;br /&gt;
|Focused Resolve V, Hellbound 12&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Recoup)''' Should you reduce a creature to 0 HP from a crit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup)&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation'''&lt;br /&gt;
|Infernal Bond&lt;br /&gt;
|You develop a trait influenced by your time spent in Hell. You may choose from the following fiendblood features: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or Occult Affinity.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation II'''&lt;br /&gt;
|Hellish Transformation or Blood Transformation, Character Level 5&lt;br /&gt;
|You gain the fiendblood Blood Transformation ability, choosing one of the available sublineages. If you already are a fiendblood, you gain +1 use of your Blood Transformation.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hellish Transformation III'''&lt;br /&gt;
|Hellish Transformation II, Character Level 15&lt;br /&gt;
|You gain +1 use of your Blood Transformation ability.&lt;br /&gt;
|''Hellbound''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|Fiendish Fervor, Hellbound 14, Zealot Entry&lt;br /&gt;
|You’ve broken the bonds of hell upon your soul, freeing you from its influence, now able to seek your own path forward. &lt;br /&gt;
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire becomes +1d8. You may choose to lose any Hellish Transformation talents you have and instead gain +1 Attribute Point for each lost, but still cannot exceed any attribute limits, and you gain the Redemptive Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Redemptive Strike (2/Rest).''' If you have TA against a creature subject to Fiendish Fervor, you may automatically crit that creature 2/Rest. If that TA resulted from Focused Resolve, and your crit reduces the creature to 0 HP, you regain +1 use of Redemptive Strike.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup.&lt;br /&gt;
|''Hellbound, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Descent'''&lt;br /&gt;
|Fiendish Fervor, Hellbound 14, Hellcrafter Entry&lt;br /&gt;
|You have accepted the permanence of your connection to Hell, searing its power into your soul.&lt;br /&gt;
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn Champion. You may choose to lose up to 3 Attribute Points to increase your uses of Blood Transformation at a rate of +1 use per Attribute Point lost.&lt;br /&gt;
&lt;br /&gt;
Also, you and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour.&lt;br /&gt;
&lt;br /&gt;
Gain the Destroyer’s Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Destroyer's Strike (2/Rest).''' If you hit a target that is Frightened of you, you may cause the creature to become Broken.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Hellfire fire damage and Destroyer’s Strike psychic damage both increase to 1d10.&lt;br /&gt;
|''Hellbound, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
[[File:OathoftheSaints.png|thumb|275x275px]]&lt;br /&gt;
&lt;br /&gt;
=== Oath of the Saints Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
The Oath of the Saints is a path walked by zealots who seek not to merely venerate the saints and martyrs who came before them, but to embody them, to call upon their divinity that the saints might once again walk the world— if only for a moment. After all, saints are proven vessels through which miracles have been wrought, and the zealot is just a poor sinner by comparison. If they can bring back such potent souls, if even for a few seconds, then no price of the flesh is too great.&lt;br /&gt;
&lt;br /&gt;
They menace with jangling chainmail layered under hulking plate covered in engravings depicting scenes from the deaths and passions of martyrs. They are adorned with precious holy relics like saintly finger bones and teeth bound in gold wire, worn against the skin and hidden beneath their massive armor. Keepers of the Oath of Saints are seen by some as bringers of hope and deliverance, by others as wild-eyed, sinister juggernauts of destruction bearing an unhealthy obsession with the dead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Novitiate of the Saintly Mysteries'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Gain the first rank in the Inquisitor profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature after five days’ time instead of a full week. When you use the Inquisitor profession feature to root out a forbidden cult, dark ritual, or forbidden magic user in a settlement where your religion has a presence, you gain +1 Goodwill. (1/settlement)&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Armor of Expiation&lt;br /&gt;
|Gain the Sanction of the Martyr ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from a consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Sanction of the Martyr (2/Rest).''' Spend 3 AP to utter a plea to the sacrificial saints, blasting the area around you with divine energy. Make a magic AWR attack against the WILL of each hostile creature within 30 ft of you. On a hit, the creature is Taunted by you until the end of your next turn. You gain an amount of Shield HP equal to 1⁄2 your AWR (min 1) for each creature Taunted by this attack. Creatures with the eldritch, fiend, or undead tag have -1 to their WILL against this attack.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice II'''&lt;br /&gt;
|Armor of Sacrifice&lt;br /&gt;
|Gain the Sacrificial Lamb ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Sacrificial Lamb (AWR/Recoup).''' You may spend 1 Reactive AP when an ally within 10 ft of you takes damage to take 5 points of that damage in their stead. If they would suffer fewer than 5 points of damage, you only lose however much they would have suffered. The damage you receive from this reaction cannot be reduced or ignored by any means.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Armor of Sacrifice&lt;br /&gt;
|Gain the Blessing of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from a consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Blessing of the Confessor (2/Recoup).''' Spend 3 AP to utter a prayer to the saints of forgiveness, washing over the area around you with divine protection. Each ally within 30 ft of you is considered marked by this ability. All marked allies gain Shield HP equal to 1⁄2 your AWR (min 1) the first time in a round that you suffer damage. Allies are marked by this ability for up to 1 minute.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation II'''&lt;br /&gt;
|Armor of Expiation&lt;br /&gt;
|Gain the Ire of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Ire of the Confessor (2/Rest).''' While you have allies marked by Blessing of the Confessor, you may spend 1 Reactive AP whenever you suffer damage to Taunt the source of that damage (if it is a creature) until the end of its next turn. While Taunted, the creature has a −1 penalty to its WILL.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Implement of Censure&lt;br /&gt;
|Gain the Disciple of the Divine talent from the Divine Magic stack if you did not already have it. If you already have it, gain +5 SP instead. You do not gain the bonus Divine Power normally granted by that talent. Your magic attribute for divine magic gained through talents in the Oath of the Saints track is AWR. You may only cast spells gained from talents in the Oath of the Saints track when you are wielding a melee weapon, as these spells are channeled through a consecrated blessing you bestow upon your weapons.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction II'''&lt;br /&gt;
|Implement of Benediction&lt;br /&gt;
|Gain +5 SP. Learn either the Light Burst or Sacred Flare divine prayer. Whichever you choose is supercharged by your connection to the divine magic of the saints. Your Divine Power counts as being +4 higher than normal for purposes of determining the strengthened effects of the chosen prayer.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure'''&lt;br /&gt;
|Novitiate of the Saintly Mysteries&lt;br /&gt;
Incompatible: Implement of Benediction&lt;br /&gt;
|Gain the Inquisitor’s Censure ability. You can only use this ability while wielding a melee weapon, as this ability is channeled through a consecrated blessing you bestow upon your weapons.&lt;br /&gt;
&lt;br /&gt;
* '''Inquisitor’s Censure (3/Recoup).''' Spend 3 AP to perform a melee attack against a creature within your reach. If the creature has SP or the ability to cast spells, they suffer additional radiant damage equal to +1d4 + their magic attribute. If no magic attribute is listed for the creature, increase this damage by your AWR instead.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure II'''&lt;br /&gt;
|Implement of Censure&lt;br /&gt;
|Inquisitor’s Censure becomes 2 AP. If you are targeted by an offensive spell while in reach of the casting creature, you may spend 1 Reactive AP to use Inquisitor’s Censure to attack that creature.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hagiolator'''&lt;br /&gt;
|Novitiate of Saintly Mysteries&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the knowledge or observation tag. When rolling Religion checks, you may add your AWR instead of your INT to that roll.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reliquarian'''&lt;br /&gt;
|Hagiolator&lt;br /&gt;
|You possess a collection of both true and false relics of the saints that you revere and study. From studying and praying upon these relics, you learn one prayer and one divine spell, choosing from the following lists. You may cast the spell you selected without expending SP 1/Rest. When cast in this way, you may not spend SP to upcharge the spell.&lt;br /&gt;
'''Prayers:''' [[Amplify]], [[Candle of Faith]], [[Celestial Grace]], [[Gentle Whisper]], [[Graceful Poise]], [[Guide]], [[Stabilizing Touch]], [[Twinkling Lights]]&lt;br /&gt;
&lt;br /&gt;
'''Divine Spells:''' [[Brooding Darkness]], [[Censure]], [[Commandment]], [[Curative Word]], [[Divine Challenge]], [[Heroism]], [[Keep Standing]], [[Light and Shadow]], [[Minor Blessing]], [[Refocus]], [[Revitalize]], [[Sympathy]]&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hagiographer'''&lt;br /&gt;
|Reliquarian, Oath of the Saints 5&lt;br /&gt;
|Gain rank 2 of the Inquisitor profession. If you already have it, you do not gain additional Skill Points, but the amount of money you earn by using the second rank Inquisitor profession feature increases by +10 sc. You gain +2 on all skill checks with skills that have the observation tag when trying to determine if a person is a forbidden magic user or is involved with or knows about a forbidden cult or dark ritual.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice III'''&lt;br /&gt;
|Hagiographer, Armor of Sacrifice II&lt;br /&gt;
|The amount of damage you suffer in the stead of your allies with Sacrificial Lamb becomes 8. The amount of Shield HP gained when you use Sanction of the Martyr becomes 1⁄2 AWR+1.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Sacrifice IV'''&lt;br /&gt;
|Armor of Sacrifice III&lt;br /&gt;
|Creatures Taunted by your Sanction of the Martyr remain Taunted for up to 1 minute. The amount of Shield HP gained when you use Sanction of the Martyr becomes 1⁄2 AWR+2.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation III'''&lt;br /&gt;
|Hagiographer, Armor of Expiation II&lt;br /&gt;
|The amount of Shield HP gained by allies marked by Blessing of the Confessor becomes 1⁄2 AWR+1. Allies marked by the Blessing of the Confessor are healed HP equal to 1⁄2 your AWR (min 1) every time you gain a Death Point.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation IV'''&lt;br /&gt;
|Armor of Expiation III&lt;br /&gt;
|The amount of Shield HP gained by allies marked by Blessing of the Confessor becomes 1⁄2 AWR+2. &lt;br /&gt;
You gain the Forgiveness of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.&lt;br /&gt;
&lt;br /&gt;
* '''Forgiveness of the Confessor (1/Rest).''' When an ally with Shield HP from Blessing of the Confessor misses with an attack against a single target you may spend 1 Reactive AP to encourage them. They can remove all of their Shield HP (min 1) to reroll the missed attack.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction III'''&lt;br /&gt;
|Hagiographer, Implement of Benediction II&lt;br /&gt;
|Gain +5 SP. Learn one divine prayer and one divine spell.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction IV'''&lt;br /&gt;
|Implement of Benediction III&lt;br /&gt;
|Gain +5 SP. When you cast a divine spell learned from talents in the Order of the Saints track, you can choose to lose 5 HP and reduce the spell’s APC by 1 (min 1). You may only use this effect once per spell cast.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure III'''&lt;br /&gt;
|Hagiographer, Implement of Censure II&lt;br /&gt;
|Gain +1 use per Recoup of the Inquisitor’s Censure ability and the bonus damage becomes +1d6.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure IV'''&lt;br /&gt;
|Implement of Censure III&lt;br /&gt;
|Gain the Judgment of the Saints ability. You can only use this ability while wielding a melee weapon, as this ability is channeled through a consecrated blessing you bestow upon your weapons.&lt;br /&gt;
&lt;br /&gt;
* '''Judgment of the Saints (1/Recoup).''' Spend 2 AP to cause a wave of devastating divine castigation to radiate from your weapon. Make a magic attack against the WILL of each hostile creature within 30 ft of you. On a hit, the creature is Demoralized until the end of your next turn. Creatures hit by this attack also gain Vulnerable Radiant 1 while Demoralized. If the target has Resist Radiant, instead reduce the Resist value by 1 for the duration. If they have Immune Radiant, they ignore this effect.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Speaker for the Saints'''&lt;br /&gt;
|Hagiographer&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence tag. You also learn the Exorcism ritual. When you use the Exorcism ritual, you can invoke the names and deeds of exorcist-saints to accept the upcharge benefits and consequences while only rolling three times on the Exorcism Side Effect table instead of four times.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hagiomancer'''&lt;br /&gt;
|Speaker for the Saints, Oath of the Saints 10&lt;br /&gt;
|Your collection of true and false relics of the saints grows, and with it your connection to those saints, their spirits, and their stories. You gain +1 use per rest of all Oath of the Saints abilities that have uses limited by X/Rest.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sacrificial Protector'''&lt;br /&gt;
|Hagiomancer, Armor of Sacrifice IV&lt;br /&gt;
|The amount of damage you suffer in the stead of your allies with Sacrificial Lamb becomes 10. While Bloodied, you gain an amount of Shield HP equal to 1⁄2 of your AWR (min 1) at the start of each of your turns.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor of Expiation V'''&lt;br /&gt;
|Hagiomancer, Armor of Expiation IV&lt;br /&gt;
|While you have allies marked by Blessing of the Confessor, you and all marked allies regain additional HP equal to 1⁄2 of your AWR (min 1) whenever you would regain HP by magical means (such as from a spell or healing potion). While wearing medium or heavy armor, the number of Death Points required to kill you increases by +1.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Benediction V'''&lt;br /&gt;
|Hagiomancer, Implement of Benediction IV&lt;br /&gt;
|Gain +5 SP. Increase the amount of damage you inflict or heal with divine spells or rituals by your AWR. Increase the amount of damage you inflict with divine prayers by 1⁄2 of your AWR (min 1).&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Implement of Censure V'''&lt;br /&gt;
|Hagiomancer, Implement of Censure IV&lt;br /&gt;
|Gain +1 use per Recoup of the Inquisitor’s Censure ability. You may perform a 1 minute ritual of prayer over a melee weapon, which must be done as part of a Rest or Recoup, in order to imbue it with the divine odium of the saints. All damage inflicted by the blessed weapon counts as radiant damage and you may add 1⁄2 of your AWR (min 1) as a bonus to damage rolls with this weapon. This blessing lasts for the next 8 hours and only functions while the weapon is in your hands— other creatures that wield the weapon gain no benefit from this effect.&lt;br /&gt;
|''Zealot, Oath of the Saints''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arch-Reliquarian'''&lt;br /&gt;
|Hagiomancer, Oath of the Saints 14&lt;br /&gt;
|You are known far and wide as a holy warrior and learned scholar of the lives of the saints, a wise and powerful student of bloody virtue and divine suffering. The more you bleed, the more holy power weeps forth from your wounds, turning to divine fire to wash over the battlefield, searing your foes and granting succor to your allies.&lt;br /&gt;
Gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Armor of the Saints (1/Week).''' When you become Bloodied or suffer a crit, you and all allies that can see you become Protected for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* '''Blood of the Martyrs (1/Week).''' When you are damaged while Bloodied, you and all allies that can see you heal for 2d6 HP.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant Stand (1/Week).''' When you suffer a Death Point, you and all allies that can see you gain 3d6 Shield HP.&lt;br /&gt;
&lt;br /&gt;
* '''Final Sacrifice (1/Week).''' When you die, all enemies that can see you automatically suffer 3d6 radiant damage.&lt;br /&gt;
&lt;br /&gt;
Only one of the above abilities can be triggered by any single source of damage. If you would be in a position for more than one ability to trigger, you may choose which to trigger.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Each of the effects of this talent may trigger 1/ Rest, instead of 1/Week. The amount healed by Blood of the Martyrs becomes 4d6, the amount of Shield HP gained from Valiant Stand and damage inflicted by Final Sacrifice both become 6d6.&lt;br /&gt;
|''Zealot, Oath of the Saints, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14093</id>
		<title>Witch</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14093"/>
		<updated>2025-11-03T00:27:11Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Kettek Witch.png|thumb|yla Greoghal, potions brewer]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Secrets wait to be embraced in the whispers of primeval spirits. Curiosity never hurt anyone brave enough to go looking. So long as I draw breath and have strength to explore, I will ever look to deepen my understanding of things within our world and things beyond.&amp;quot; - [[Lyla Greoghal]], potions brewer&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Signs that you were somehow different began at an early age. Animals and plants might behave strangely around you, either shying away or seeking to embrace you. Odd weather phenomena seem to follow you about, though perhaps this is coincidence. Whatever the case, the adults in your community noticed these strange behaviors. In your adolescence you felt a growing connection with the dark and strange side of nature, leading you to look for answers on your own. When a coven of witches found you and invited you into their ranks, you began to truly master your powers.&lt;br /&gt;
&lt;br /&gt;
Witches often have many hobbies and one or two crafts that they pursue to perfection. What are you most interested in, and what do you fiddle with in your spare time? Does the ephemeral quality of music fascinate you, or are you more inclined to get your hands dirty making pottery or whittling toys? Are you more interested in brewing potions or training your familiar to achieve its maximum potential?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;'''Witch Class Tracks'''&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Witch#Dark Hex Track|'''Dark Hex'''.]] Curate a collection of poppets and cast sympathetic magic on them to extend your range of knowledge and power.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Fae Track|Fae.]]''' By communing with the six conclaves of the Everwilds, you gain the power of the fae.&lt;br /&gt;
&lt;br /&gt;
[[Witch#Familiar Track|'''Familiar'''.]] Enhance your familiar, or summon a pack or flock of familiars.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Pagan Attunement Track|Pagan Attunement]]'''. You are one with the natural world and can draw power from the soil itself through ritual and meditation.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Witch's Brew Track|Witch’s Brew.]]''' By mixing strange ingredients, you can create a variety of unique potions for your allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Aranea Track|Aranea]].''' ''Harker's Guide to Vampire Hunting.'' Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Witch Entry Talent ===&lt;br /&gt;
After gaining the Witch Entry talent, you can take talents from any of the Witch subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Dark Presence.''' Gain the Dark Presence ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 SP. You may use this ability as many times as you would like.&lt;br /&gt;
&lt;br /&gt;
'''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action.&lt;br /&gt;
&lt;br /&gt;
You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you.&lt;br /&gt;
&lt;br /&gt;
Familiars are corporeal fae spirits that cannot be attacked or damaged.&lt;br /&gt;
&lt;br /&gt;
You can command your familiar to take more actions by spending 1 AP per additional action your familiar takes.&lt;br /&gt;
&lt;br /&gt;
Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form when you Take a Rest. Regardless of its form, you always use one of the three stat blocks: Crawling Familiar, Flying Familiar, or Hunting Familiar.&lt;br /&gt;
&lt;br /&gt;
'''Witch Magic.''' Choose one: Occult or Primal.&lt;br /&gt;
&lt;br /&gt;
If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
Whichever you choose, END is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Witch Power.''' Each time you level up and spend your Talent Point on a Witch talent, you gain +5 SP and +1 Power in the source you chose.&lt;br /&gt;
&lt;br /&gt;
|''Witch, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiars ====&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Crawling Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft, Climb 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Frightening.''' When your familiar is within 5 ft of you, you gain Intimidating +4.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ward.''' If your familiar is within 5 ft of you, it protectively crouches nearby. The next time you take damage from another creature before the start of your next turn (provided that you are still within 5 ft of your familiar), reduce the damage by 1d4 + your number of Witch talents. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Flying Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |'''Skills''' (AWR) Perceiving +3, Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spook (1/Catch Breath).''' ''Ranged 30 ft Magical Attack.'' + Your END vs WILL. '''Hit:''' The creature is Frightened of your familiar for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hunting Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (DEX) Sneaking +3; (AWR) Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pounce (1/Round).''' ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 1d4+2 sharp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Hex Track ===&lt;br /&gt;
[[File:DarkHexTrack.png|center|frameless|478x478px|Dark Hex Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Magic'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|''Repeatable.'' Each time you take this talent, choose two spells, invocations, or rituals from the Hex list. Note that you must meet certain prerequisite Witch levels in order to gain some spells.&lt;br /&gt;
For you, these spells count as the Source that you chose from your Witch Magic benefit (either primal or occult).&lt;br /&gt;
&lt;br /&gt;
If there is a spell on the Hex list that you already know or learn through other means, you may still consider it a hex spell but do not have to. You cannot upcharge hex spells without additional talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Hex List&lt;br /&gt;
!Witch Level&lt;br /&gt;
!Hex Spells&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
* [[Charm Person]] (psionic)&lt;br /&gt;
* [[Commandment]] (divine),&lt;br /&gt;
* [[Creeping Fear]] (primal)&lt;br /&gt;
* [[Decay]] (arcane)&lt;br /&gt;
* [[Flay]] (arcane)&lt;br /&gt;
* [[Hex Of Hemophilia|Hex of Hemophilia]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
* [[Hex of Lethargy]] (occult)&lt;br /&gt;
* [[Hex of Terror]] (occult)&lt;br /&gt;
* [[Silence]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
* [[Demoralize]] (divine)&lt;br /&gt;
* [[Detect Thoughts]] (divine)&lt;br /&gt;
* [[Terror]] (primal)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
* [[Babble]] (occult)&lt;br /&gt;
* [[Curse of Trembling]] (occult)&lt;br /&gt;
* [[Haunt]] (psionic)&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
* [[Clot]] (occult)&lt;br /&gt;
* [[Curse of Withering]] (occult)&lt;br /&gt;
* [[Dark Smile]] (occult)&lt;br /&gt;
* [[Dominate Person]] (psionic)&lt;br /&gt;
* [[Ecstasy]] (primal)&lt;br /&gt;
* [[Fracture]] (occult)&lt;br /&gt;
* [[Modify Memory]] (psionic)&lt;br /&gt;
* [[Paranoia]] (psionic)&lt;br /&gt;
|}&lt;br /&gt;
|''Witch, Dark Hex, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Greater Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Greater Hex (2/Rest).''' You may cast a hex spell as though you upcharged it one time, without spending additional SP.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex'''&lt;br /&gt;
|Greater Hex&lt;br /&gt;
|Gain the Innate Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Innate Hex (2/Rest).''' You may cast a hex spell without meeting Verbal, Visual, or Gesture requirements. You must still meet Line of Sight or Line of Effect requirements.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex II'''&lt;br /&gt;
|Innate Hex&lt;br /&gt;
|Greater Hex becomes AWR/Rest.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex II'''&lt;br /&gt;
|Greater Hex II&lt;br /&gt;
|Innate Hex becomes 2/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex III'''&lt;br /&gt;
|Innate Hex II&lt;br /&gt;
|Innate Hex becomes AWR/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Enchantment'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Dark Enchantment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Dark Enchantment (1/Rest).''' Spend 2 AP to designate a target that you can see. For the next minute, gain +2 TA on rolls made with hex spells against that target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic'''&lt;br /&gt;
|Dark Enchantment&lt;br /&gt;
|Choose one creature with whom you are familiar (having spent at least 10 minutes in conversation).&lt;br /&gt;
&lt;br /&gt;
By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature. You may create a poppet of any willing ally or of a creature if its ML is equal to or less than your Witch level. You may only make one poppet. If you make a second one, the first one unravels immediately.&lt;br /&gt;
&lt;br /&gt;
Gain the Sense Likeness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Likeness.''' By spending 1 minute touching the poppet and staying completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic II'''&lt;br /&gt;
|Sympathetic Magic&lt;br /&gt;
|When you use your Sense Likeness ability, you may choose for the effect to last for 10 minutes. Furthermore, you may see and hear through your poppet’s senses for the duration. If you do, make a magic attack against their ANT. On a hit, they are unaware that you are doing this; on a miss, they know.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic III'''&lt;br /&gt;
|Sympathetic Magic II&lt;br /&gt;
|When you use your Dark Enchantment ability, you do not expend a use of the ability if you have a poppet of the target creature.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IV'''&lt;br /&gt;
|Sympathetic Magic III&lt;br /&gt;
|Gain the Sympathetic Link ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Link (AWR/Rest).''' You may cast hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic V'''&lt;br /&gt;
|Sympathetic Magic IV&lt;br /&gt;
|When you use your Sympathetic Link ability, you may also impose Dark Enchantment on your target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VI'''&lt;br /&gt;
|Sympathetic Magic V&lt;br /&gt;
|Gain the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puppetmaster.''' When using your Sense Likeness ability, you may make a magic attack against the target’s WILL. On a hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute and the target is aware that you are the caster.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VII'''&lt;br /&gt;
|Sympathetic Magic VI&lt;br /&gt;
|When you use your Sympathetic Link ability and cast a hex spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 5 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VIII'''&lt;br /&gt;
|Sympathetic Magic VII&lt;br /&gt;
|You can now create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Link, and/or Puppetmaster on either one. If you make a third poppet, choose which of your previous poppets unravels.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IX'''&lt;br /&gt;
|Sympathetic Magic VIII&lt;br /&gt;
|You are always aware of the surface-level emotional state of the creatures whose likeness your poppets represent while within range of Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 10 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic X'''&lt;br /&gt;
|Sympathetic Magic IX&lt;br /&gt;
|When you use your Sympathetic Link or Puppetmaster ability, you may also make a magic attack against the creature’s ANT. On a hit, they are not magically aware that you caused the effect.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 20 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Collector&lt;br /&gt;
|Choose one poppet to be your Bound Soul. If you have a physical piece of the likeness that the Bound Soul poppet represents, such as hair or nail clippings, teeth, saliva, blood, etc., then using Sympathetic Link against this creature does not expend a use of your Sympathetic Link.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul II'''&lt;br /&gt;
|Bond Soul&lt;br /&gt;
|Gain the Sympathetic Tether ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Tether (1/Recoup).''' When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only 1⁄2 the SP. Sympathetic Link’s range increases to 100 miles for your Bound Soul poppet.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Puppetmaster'''&lt;br /&gt;
|Bond Soul II&lt;br /&gt;
|You always know the surface level thoughts and deeper emotions/desires of your Bound Soul poppet.&lt;br /&gt;
&lt;br /&gt;
Gain the Poppet Possession ability.&lt;br /&gt;
&lt;br /&gt;
* '''Poppet Possession (1/Rest).''' You may cast the [[Possession]] spell as a hex spell without spending SP. You cannot upcharge the spell when casting it in this way and can cast this spell regardless of distance provided that you are on the same plane of existence. When you use this ability, you may use your Sympathetic Magic X benefit to attempt to hide your magical presence.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' You may permanently possess the subject of your Bound Soul poppet provided they are ML 15 or lower or a willing ally. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you are not actively possessing them.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bond Soul&lt;br /&gt;
|You can have a number of poppets equal to 1⁄2 your AWR.&lt;br /&gt;
&lt;br /&gt;
Gain the Mass Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mass Hex (1/Recoup).''' When you cast a hex spell that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector II'''&lt;br /&gt;
|Collector&lt;br /&gt;
|You can have a number of poppets equal to your AWR. Mass Hex works on hex spells with an SPC of 20 or lower.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Collector'''&lt;br /&gt;
|Collector II&lt;br /&gt;
|You always know the surface level thoughts and surface desires of your poppets. Additionally, when the bonded creature of one of your poppets dies, you can retire the poppet. Doing so does not destroy the poppet and allows you to make a new poppet.&lt;br /&gt;
&lt;br /&gt;
Retired poppets look frayed and corrupted, and they contain the soul of the poppet’s likeness.&lt;br /&gt;
&lt;br /&gt;
Gain the Archive of Souls ability.&lt;br /&gt;
&lt;br /&gt;
* '''Archive of Souls (1/Recoup).''' You may commune with one retired poppet. The retired poppet retains all of its bonded creature’s formative memories and basic information that the creature would have known. The poppet’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired poppet might take multiple conversations or coercion. If a retired poppet is destroyed, its soul departs.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Now, if you destroy a retired poppet, the bonded creature’s soul is dispersed and it can never be resurrected. Casting Lesser Restoration or similar magic on a retired poppet will harmlessly detach the creature’s soul from the poppet, allowing it to pass on peacefully or to be resurrected.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fae Track ===&lt;br /&gt;
[[File:FaeTrack.png|center|frameless|412x412px|Fae Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic'''&lt;br /&gt;
|Witch Entry, Warden of the Primal &lt;br /&gt;
|Gain the Warp Step ability.&lt;br /&gt;
&lt;br /&gt;
* '''Warp Step (1/Recoup).''' You can cast the [[Warp Step]] occult spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Etalun''' &lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla’s Stride'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain the Wylla’s Stride ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wylla’s Stride (CHA/Rest).''' Ignore Difficult Terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaard’s Resistance'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|''Repeatable.'' Gain Resist +2 to one elemental damage type of your choice (cold, corrosive, fire, lightning, or toxic). If you take this talent multiple times, choose a new elemental type each time.&lt;br /&gt;
|''Witch, Fae, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Caliban’s Cackle'''&lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain the Caliban’s Cackle ability.&lt;br /&gt;
&lt;br /&gt;
* '''Caliban’s Cackle (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Shaken for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowess of Sekh'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the athleticism, acrobatics, or stamina tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen’s Blessing'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|Gain Resist Charmed +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic II'''&lt;br /&gt;
|Gaard’s Resistance or Rosen’s Blessing&lt;br /&gt;
|Gain the Mists of the Everwilds ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mists of the Everwilds (1/Rest).''' You can cast the [[Mists of the Everwilds]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk’s Keen Eyes'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain Darkvision +30 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart's Skin'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|When you are not wearing armor, your AR cannot be less than 13.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of Aeshir'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Gain the Wrath of Aeshir ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wrath of Aeshir (CHA/Recoup).''' When you deal elemental damage, add CHA to the damage.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck's Pernicious Pleasure'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|Gain the Puck’s Pernicious Pleasure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puck’s Pernicious Pleasure (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Charmed for 1 minute or until you or one of your allies damage it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Claws of Kleppar'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|Gain the Claws of Kleppar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Claws of Kleppar (CHA/Rest).''' Gain a climb speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Strack’s Stoicism'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Whenever making checks to resist extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic III'''&lt;br /&gt;
|Wrath of Aeshir or Strack’s Stoicism&lt;br /&gt;
|Gain the Polymorph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Polymorph (1/Rest).''' You can cast the [[Polymorph]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Daropmet''' &lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|You can never be Partially Surprised.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian’s Communion'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|When you Recoup and are in direct sunlight or touching a coniferous tree, then you gain Shield HP equal to your CHA.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri’s Explosion'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain the Yasheri’s Explosion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Yasheri’s Explosion (CHA/Rest).''' When you cast a primal spell that deals damage to multiple creatures and deals elemental damage, increase its cone or line by 10 ft or its radius by 5 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari’s Emotional Emancipation'''&lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Edmari’s Emotional Emancipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Edmari’s Emotional Emancipation (1/Rest).''' You can cast the Relaxing Presence primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gift of Gusper'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|Gain the Gift of Gusper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gift of Gusper (CHA/Rest).''' Gain a swim speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen’s Protection'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain Resist Necrotic +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic IV'''&lt;br /&gt;
|Yasheri’s Explosion or Wythen’s Protection&lt;br /&gt;
|Gain the Summon Monster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Summon Monster (1/Rest).''' You can cast the [[Summon Monster]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Letspina Conclave’s Perception'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog or heavy underbrush.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Conclave’s Passage'''&lt;br /&gt;
|Letspina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Pashak Conclave’s Passage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pashak Conclave’s Passage (CHA/Rest).''' When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ashyidir Conclave’s Affinity''' &lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain the Ashyidir Conclave’s Affinity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ashyidir Conclave’s Affinity (CHA/Rest).''' Choose one elemental damage type. Gain Affinity to that type for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Stravon Conclave’s Serenity'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Stravon Conclave’s Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stravon Conclave’s Serenity (1/Rest).''' You can cast Reorient primal invocation without it counting against the number of invocations you can cast in a day.&lt;br /&gt;
&lt;br /&gt;
If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Conclave's Splendor'''&lt;br /&gt;
|Letspina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Shibmar Conclave’s Splendor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shibmar Conclave’s Splendor (CHA/Rest).''' Sprout eagle wings and gain a fly speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vertumna Conclave’s Veneration'''&lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain Resist Frightened +3.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Friend of the Fae'''&lt;br /&gt;
|Ashyidir Conclave’s Affinity or Vertumna Conclave’s Veneration&lt;br /&gt;
|The fae sing your praises. Fae creatures tend to view you favorably and will generally look for nonviolent solutions to conflicts with you.&lt;br /&gt;
&lt;br /&gt;
You learn the [[Summon Fae]] primal spell if you did not already know it. It costs you 20 fewer SP to cast.&lt;br /&gt;
&lt;br /&gt;
Gain the Faefriend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Faefriend (1/Rest).''' When you cast Summon Fae, you may ignore rolling to determine the fae’s behavior and assume that it is friendly to you as though you succeeded on the roll and it failed.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a fae of ML 10 or lower.&lt;br /&gt;
|''Witch, Fae, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Familiar Track ===&lt;br /&gt;
[[File:FamiliarTrack.png|center|frameless|482x482px|Familiar Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talents&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|You can change your familiar’s form each time you Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evolution&lt;br /&gt;
|Gain the Flock of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flock of Familiars (2/Rest).''' You may summon a second familiar identical to your primary familiar for 10 minutes. Both familiars share a turn. On their turn, they can both take the move action. Alternatively, one familiar can take a different action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars II'''&lt;br /&gt;
|Flock of Familiars&lt;br /&gt;
|The second familiar summoned from Flock of Familiars lasts for 30 minutes.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flock of Familiars&lt;br /&gt;
|When you could change your familiar’s form, you can evolve your familiar instead of, or in addition to, changing its form by using the Evolution ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evolution (2/Rest).''' When you evolve your familiar, you can choose Evolve 1. The evolution that you choose lasts until you use it again or change your familiar’s form.&lt;br /&gt;
** '''Evolve 1:''' The familiar is one Size larger than it was previously. When larger, they gain a slight benefit:&lt;br /&gt;
*** '''''Crawling:''''' +1 to the damage reduced when defending you with Ward.&lt;br /&gt;
*** '''''Flying:''''' +5 ft to Help range. &lt;br /&gt;
*** '''''Hunting:''''' +1 to attack and damage with any attacks it has.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution II'''&lt;br /&gt;
|Evolution&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 2.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 2:''' The familiar is two Sizes larger. Familiars that are two Sizes larger gain the benefits below:&lt;br /&gt;
** '''''Crawling:''''' +2 to the damage reduced when defending you with Ward.&lt;br /&gt;
** '''''Flying:''''' +10 ft to Help range.&lt;br /&gt;
** '''''Hunting:''''' +1 to attack and damage with any attacks it has, and the damage die size of its attacks each increase by +1 (e.g., from 1d4 to 1d6).&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement'''&lt;br /&gt;
|Familiar 3&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” prerequisites; you learn that selection. Gain the Enhance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enhance (2/Rest).''' By spending 3 AP on your primary familiar as though summoning it, you may give it that enhancement for the next hour, provided it is the right kind of familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
| '''Flock of Familiars III'''&lt;br /&gt;
|Familiar Enhancement, Flock of Familiars II&lt;br /&gt;
|When you use Enhance and have Flock of Familiars active, apply the enhancement to all of your familiars of the same type as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  IV'''&lt;br /&gt;
|Flock of Familiars III&lt;br /&gt;
|On your familiars’ turn, they can both take one action. This can be the same action or different actions.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  V'''&lt;br /&gt;
|Flock of Familiars IV&lt;br /&gt;
|Flock of Familiars becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution III'''&lt;br /&gt;
|Familiar Enhancement, Evolution II&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 3.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 3:''' The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as mounts with 1 MCAP.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IV'''&lt;br /&gt;
|Evolution III&lt;br /&gt;
|When used as a mount, your familiar now has 2 MCAP and grants you one MCAP option based on its type:&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling: Fangs (1/Round).''''' 1 MCAP; ''Reach 5 ft Natural Weapon.'' +DEX vs FORT. '''Hit:''' 1d6 toxic.&lt;br /&gt;
* '''''Flying: Clutch (1/Round).''''' 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to its speed.&lt;br /&gt;
* '''''Hunting: Roar (1/Round).''''' 1 MCAP; ''Ranged 30 ft Natural Weapon.'' +AWR vs WILL. '''Hit:''' Target is Shaken until the end of their next turn.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution V'''&lt;br /&gt;
|Evolution IV&lt;br /&gt;
|Evolution becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement II'''&lt;br /&gt;
|Familiar 7&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” or “Enhancement II” prerequisites; you learn that selection.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply one or both selections, provided it is the right kind of familiar. Enhance becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VI'''&lt;br /&gt;
|Familiar Enhancement II, Flock of Familiars V&lt;br /&gt;
|When you summon a second familiar, it no longer needs to be the same kind as the first. It can be Crawling, Flying, or Hunting.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VII'''&lt;br /&gt;
|Flock of Familiars VI&lt;br /&gt;
|When using Enhance, you can apply any enhancements that you know to all familiars of the appropriate type that you control, even if they are not the same type of familiar as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VIII'''&lt;br /&gt;
|Flock of Familiars VII&lt;br /&gt;
|Gain the Throng ability.&lt;br /&gt;
&lt;br /&gt;
* '''Throng (2/Rest).''' When using Flock of Familiars, you may summon a third familiar identical to your primary one for 30 minutes. It shares a turn with your other familiars. While you have 3 familiars active, on their turns they may all move or two of them can take any action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VI'''&lt;br /&gt;
|Familiar Enhancement II, Evolution V&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 4.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 4:''' The familiar is four Sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options:&lt;br /&gt;
** '''''Crawling:''''' Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn.&lt;br /&gt;
** '''''Flying:''''' Clutch allows the familiar to pick up and move two willing creatures, but this costs 2 MCAP.&lt;br /&gt;
** '''''Hunting:''''' Roar causes the Frightened condition for the duration.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VII'''&lt;br /&gt;
|Evolution VI&lt;br /&gt;
|Gain the Strengthen Familiar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Strengthen Familiar (2/Rest).''' When you Evolve a familiar, you can increase one of its attributes by +3, one by +2, and one by +1.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VIII'''&lt;br /&gt;
|Evolution VII&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement III'''&lt;br /&gt;
|Familiar 11&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply any number of unique enhancements, provided it is the right kind of familiar.&lt;br /&gt;
&lt;br /&gt;
Enhance becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars IX'''&lt;br /&gt;
|Familiar Enhancement III, Flock of Familiars VIII&lt;br /&gt;
|Your third familiar need not be the same type as primary anymore and can be Crawling, Flying, or Hunting. When your familiars act, all three of them may take one action of their choice.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars X'''&lt;br /&gt;
|Flock of Familiars IX&lt;br /&gt;
|Your familiars summoned with the Flock of Familiars ability last for 1 hour. Each time you use Flock of Familiars, you can summon a third familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flurry of Familiars'''&lt;br /&gt;
|Flock of Familiars X&lt;br /&gt;
|You gain renown as having lots of animal companions. In most settlements, children remember you and love you for having so many pets and being rather eclectic. Domestic animals tend to act strange around you, either acting nervous or seeming overly friendly.&lt;br /&gt;
&lt;br /&gt;
Gain the Flurry of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flurry of Familiars (1/Recoup).''' When all three of your familiars are active and within 20 ft of one another, you may spend 3 AP to turn them into a creature with the swarm tag of ML 6 or lower. The swarm lasts for 10 minutes or until defeated. At the end of the swarm’s duration, the three familiars reappear. This counts towards the length of time they can remain active.&lt;br /&gt;
* '''''Level 30:''''' All three of your familiars are now permanently summoned.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IX'''&lt;br /&gt;
|Familiar Enhancement III, Evolution VIII&lt;br /&gt;
|Strengthen Familiar becomes 2/Recoup and increase one Attribute by +4, one by +2, and two Attributes by +1 each.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution X'''&lt;br /&gt;
|Evolution IX&lt;br /&gt;
|You can change your Familiar’s form every time you Catch your Breath. Furthermore, your Enhance has no recharge and you can use it indefinitely.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apex Evolution'''&lt;br /&gt;
|Evolution X&lt;br /&gt;
|Your bond with your familiar transcends the normal bonds of magic. Your familiar is able to intuit what you want it to do, allowing it to change its form even in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
Learn two additional Familiar Enhancements. Once on each of your turns, you may spend 1 AP to change your Familiar’s Form and/or reassign Enhancements. You can Evolve your familiar any number of times and can Evolve your familiar each time you change its form using this feature.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your familiar gains independence from your magical energy and will live on for generations after you are gone as a manifestation of raw magical energy. Bonding with this creature takes 30 Essence for another being as if it were a magical item, and the familiar only bonds with a new creature if it deems the creature worthy.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiar Enhancements ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Flighty''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Flying Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowl''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Hunting Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Scuttle''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Crawling Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|As part of the Pounce action, your Hunting Familiar can move 5 ft immediately before making the attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Talons''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Flying Familiar gains a Talon attack.&lt;br /&gt;
&lt;br /&gt;
'''''Talons (1/Turn).''''' ''Reach 5 ft Natural Weapon''. +DEX vs AR. '''Hit:''' 1d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Underfoot''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Crawling Familiar gains a special attack.&lt;br /&gt;
&lt;br /&gt;
'''''Tangle.''''' ''Reach 5 ft Natural Weapon.'' +DEX vs REF. '''Hit:''' Knock the creature Prone if it is no more than 2 Sizes larger than the familiar.&lt;br /&gt;
|-&lt;br /&gt;
|'''Carapace''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|The Ward action reduces damage by +1d4.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|Your familiar gains +5 to Perceiving and Tracking and has 60 ft of Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce II''' &lt;br /&gt;
|Enhancement II, Great Pounce &lt;br /&gt;
|If you hit with a Great Pounce, knock the target Prone if it is Gargantuan or smaller.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagan Attunement Track ===&lt;br /&gt;
[[File:PaganAttunementTrack.png|center|frameless|428x428px|Pagan Attunement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Pick one environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Gain the Pagan Attunement ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pagan Attunement.''' When you finish Taking a Rest, attune to one environment. When you Recoup in an environment to which you are attuned, you gain its relevant benefit.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement II'''&lt;br /&gt;
|Pagan Attunement&lt;br /&gt;
|Pick a second environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement III'''&lt;br /&gt;
|Pagan Attunement II&lt;br /&gt;
|Pick a third environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Pagan Attunement becomes: When you complete Taking a Rest, attune to two environments. Whenever you Recoup in either of those environments, gain its benefit. If you are in an environment that might activate multiple abilities (such as a coastal jungle or a snowy mountain), you nevertheless only get one benefit of your choosing.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement IV'''&lt;br /&gt;
|Pagan Attunement III&lt;br /&gt;
|''Repeatable.'' Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement V'''&lt;br /&gt;
|Pagan Attunement IV&lt;br /&gt;
|Gain the Hasty Communion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hasty Communion (1/Rest).''' When you Catch your Breath, you may gain the benefit of one of your environments that you are attuned to if you are in that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VI'''&lt;br /&gt;
|Pagan Attunement V&lt;br /&gt;
|When you Recoup in an environment that could be considered two or more environments, you gain the benefits of both relevant environments if you are attuned to both.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VII'''&lt;br /&gt;
|Pagan Attunement VI&lt;br /&gt;
|Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
You no longer need to pick two environments at the end of Taking a Rest; you can benefit from any environment to which you are attuned, but can still only gain a maximum of two environmental benefits at once.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement  VIII'''&lt;br /&gt;
|Pagan Attunement VII&lt;br /&gt;
|Choose one environment for which you already have attunement. This choice is permanent. Gain the Ultimate&lt;br /&gt;
&lt;br /&gt;
Attunement ability for that environment.&lt;br /&gt;
&lt;br /&gt;
* '''Ultimate Attunement (1/Rest).''' When you gain its attunement benefit, double all numeric values in that ability.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Environment List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Environment&lt;br /&gt;
!Benefit from Recouping&lt;br /&gt;
|-&lt;br /&gt;
|'''Aquatic'''&lt;br /&gt;
|You gain Shield HP equal to your number of Witch talents.&lt;br /&gt;
|-&lt;br /&gt;
|'''Coastal'''&lt;br /&gt;
|For the next 2 hours, you gain a swim speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Desert'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from heat exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forest'''&lt;br /&gt;
|Your ANT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal ANT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grassland'''&lt;br /&gt;
|For the next hour, your speed increases by +5 ft while in combat.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jungle'''&lt;br /&gt;
|Your FORT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal FORT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountain'''&lt;br /&gt;
|For the next 4 hours, standing from Prone costs you 0 AP, and when you take falling damage, reduce that damage by 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|'''Subterranean'''&lt;br /&gt;
|For the next 2 hours, gain a climb speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Swamp'''&lt;br /&gt;
|For the next 4 hours, gain Resist Toxic +5 and Resist Corrosive +5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tundra'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from cold exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Volcanic'''&lt;br /&gt;
|For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Witch's Brew Track ===&lt;br /&gt;
[[File:WitchsBrewTrack.png|center|frameless|454x454px|Witch's Brew Tack Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Gain the Witch’s Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Witch’s Brew (1/Rest).''' When you Take a Rest, brew two potions of your own making. Pick two spells (or pick the same spell twice) from the Primal Source that have both the altering and the intrinsic tags. These spells cannot be higher than 15 SP and you cannot upcharge them when using this feature.&lt;br /&gt;
&lt;br /&gt;
These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”&lt;br /&gt;
&lt;br /&gt;
These potions become impotent after 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent'''&lt;br /&gt;
|Witch’s Brew&lt;br /&gt;
|Gain the Reagent ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reagent (1/Week).''' When you brew a potion, you may count it as being upcharged one time. This potion is considered a Reagent and only becomes impotent after 1 week.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew II'''&lt;br /&gt;
|Reagent&lt;br /&gt;
|The number of potions you can brew is equal to 1⁄2 your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the charm tag as Witch’s Brews, following standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality'''&lt;br /&gt;
|Potion&lt;br /&gt;
|Gain the Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vitality.''' When you brew potions, you may imbue one potion with Vitality. That potion also grants 1d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. This potion is considered a Poison. These follow standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote'''&lt;br /&gt;
|Poison&lt;br /&gt;
|Gain the Antidote ability.&lt;br /&gt;
&lt;br /&gt;
* '''Antidote.''' When you brew potions, you may designate one potion as an Antidote. Instead of gaining the normal effects of a potion, consuming an Antidote immediately ends the effects of one of your other potions. When you brew an Antidote, you must choose which potion the Antidote cancels. It is potent for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew III'''&lt;br /&gt;
|Vitality or Antidote&lt;br /&gt;
|The number of potions you can brew is equal to your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent II'''&lt;br /&gt;
|Witch’s Brew III&lt;br /&gt;
|Your Reagent ability allows you to brew one additional Reagent.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew IV'''&lt;br /&gt;
|Reagent II&lt;br /&gt;
|Your potions now become impotent after 48 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion II'''&lt;br /&gt;
|Witch’s Brew IV, Potion&lt;br /&gt;
|Gain the Hearty Stew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Stew (1/Rest).''' Choose one potion you brew, count it as being upcharged one time if a spell, or cast at Occult 7 if a chant.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality II'''&lt;br /&gt;
|Potion II&lt;br /&gt;
|The Witch’s Brew you brew with Vitality now grants 2d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison II'''&lt;br /&gt;
|Witch’s Brew IV, Poison&lt;br /&gt;
|When a creature drinks a Poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote II'''&lt;br /&gt;
|Poison II&lt;br /&gt;
|Each time you brew potions, also make one Antidote.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew V'''&lt;br /&gt;
|Vitality II or Antidote II&lt;br /&gt;
|Gain the Overflowing Cauldron ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overflowing Cauldron (1/Week).''' You can make a number of potions equal to your Witch level in place of the normal number of Brews.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Improvised Brew&lt;br /&gt;
|Each time you use Witch’s Brew, choose one primal or occult spell or chant that you can turn into a potion. Produce two additional unmodified potions of that choice.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew II'''&lt;br /&gt;
|Signature Brew&lt;br /&gt;
|Your Signature Brews are each upcharged one time if spells, or cast at Occult 7 if chants.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Signature Brew&lt;br /&gt;
|Gain the Improvised Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Brew (1/Rest).''' When you Recoup, you may re-brew one of your potions, turning it into a different potion.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew II'''&lt;br /&gt;
|Improvised Brew&lt;br /&gt;
|You can use Improvised Brew whenever you Recoup.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent III'''&lt;br /&gt;
|Signature Brew II or Improvised Brew II&lt;br /&gt;
|Your Reagent ability allows you to make a number of reagents equal to 1⁄2 your INT.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadly Poison'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Deadly Poison ability.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Poison (1/Week).''' You can make a deadly poison that models the effects of an occult ritual with the curse tag or a disease that is common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30, then the poison fails. If you succeed, then the poison is potent for 48 hours.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once a week, you create one dose of the Perfect Poison. This Perfect Poison does not expire, and imbibing this poison kills a creature that has under 100 HP. If a creature has more than 100 HP, it becomes Helpless for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Font of Potions'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a prolific brewer of myriad potions.&lt;br /&gt;
&lt;br /&gt;
All of your potions now have a 1 month potency.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your potions no longer expire.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Brew'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a brewer of miraculous cures. Politicians, kings, and scholars would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Miracle Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''''Miracle Brew (1/Week).''''' You can make a miracle brew that has the effects of up to three of your Witch’s Brew options, one of which can be considered upcharged one time. It also cures nonmagical poisons and diseases that are common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30 then the spell fails. If you succeed, then the potion is potent for 48 hours.&lt;br /&gt;
* '''''Level 30:''''' Your Miracle Brew no longer expires.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Aranea2.png|thumb|373x373px]]&lt;br /&gt;
&lt;br /&gt;
=== Aranea Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arachnid Familiar'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Your familiar aesthetically looks like a spider regardless of its current form, using silk threads to float on the wind if it is a flying familiar.&lt;br /&gt;
Regardless of its form, it gains a special attack that it can make using its 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Web Spit (1/Recoup):''''' ''Ranged 20 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' Target is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END. The webbing remains on that 5 ft area after the creature is no longer Suppressed. It is Difficult Terrain and is highly flammable. It disintegrates after 10 minutes.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Web Weaver'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|As your affinity with the strange powers of arachnids deepens, you may spend SP to cast lines or nets of webbing.&lt;br /&gt;
Gain the following unique spell. This counts as an occult or primal spell for you depending on the source you chose for&lt;br /&gt;
&lt;br /&gt;
Witch Magic.&lt;br /&gt;
&lt;br /&gt;
'''Aranea's Web'''&lt;br /&gt;
&lt;br /&gt;
''Occult or Primal Spell, Altering, Nature''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 2&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 4&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Special&lt;br /&gt;
&lt;br /&gt;
'''Requires:''' Gesture, Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 10 minutes&lt;br /&gt;
&lt;br /&gt;
The webbing is a 20 ft line originating from you, or a 5 ft radius centered on a point within 40 ft of you.&lt;br /&gt;
&lt;br /&gt;
The webbing is Difficult Terrain. A creature may make a DEX check to ignore Difficult Terrain created by a line by beating a DC of 10 + your END. If they succeed, they are unhindered; if they fail, they fall Prone and lose the rest of their movement from their current action.&lt;br /&gt;
&lt;br /&gt;
When you create a net of webbing, you may make a magic attack against the ANT of each creature in the radius.&lt;br /&gt;
&lt;br /&gt;
On a hit, the creature is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END.&lt;br /&gt;
&lt;br /&gt;
All webbing created by this spell is highly flammable. It dissolves after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +4 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Spider Swarm'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|Gain the Spider Swarm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spider Swarm (1/Recoup).''' For 4 AP, you may cause a swarm of diminutive spiders to wriggle around you in a 10 ft radius. This area is Difficult Terrain for creatures hostile to you. When you crit against a hostile creature in this area, it falls Prone. This swarm lasts for up to 10 minutes, but you can end it at any time for 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Eight Eyes'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you Recoup, you may choose to manifest six more beady black or red eyes on your face. This causes you to suffer a -4 penalty to all Influence skill checks besides Intimidating, but you gain a +4 bonus to all Observation skill checks. You do not suffer TD when targeting a Concealed creature.&lt;br /&gt;
When you Recoup and have this ability active, you may choose to end it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Silk Rope'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you finish Taking a Rest, you may produce 50 ft of silk rope. This rope is strong enough to support any Large or smaller creature. Rope made in this way dissolves after 24 hours.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Greater Arachnid Familiar'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|Your arachnid familiar is unusually strong for a witch familiar. Choose two familiar forms out of flying, crawling, or hunting. Your familiar gains the skills, features, and actions of both selections, and uses the attributes of one of the selections of your choice.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Wall Walker'''&lt;br /&gt;
|Aranea I: Any&lt;br /&gt;
|You gain a climb speed equal to your walking speed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Clinging Silk'''&lt;br /&gt;
|Aranea I: Silk Rope&lt;br /&gt;
|Silk rope that you have made using your Silk Rope talent has a strong adhesive property that you may activate, securely affixing it to a surface that you touch. The rope cannot be removed from such a surface, and it dissolves 1 hour after you adhere it to a surface.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Deadly Swarm'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Spider Swarm&lt;br /&gt;
|When you activate your Spider Swarm, choose one of the following abilities, which remains active for the duration of your swarm. &lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' Hostile creatures in the radius of the swarm have Vulnerable Toxic +1 unless they have Immune Toxic.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Demoralized.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Thousands of spiders cluster up beneath you, elevating you. You ignore Difficult Terrain and Hazardous Terrain that is not the result of a dangerous liquid.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Night Eyes'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Eight Eyes&lt;br /&gt;
|While your Eight Eyes ability is active, you gain +30 ft Darkvision.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Greater Web Weaver'''&lt;br /&gt;
|Aranea II: Any&lt;br /&gt;
|You may use your Web Weaver spell vertically, spreading the radius of your net over an opening or along a wall provided that there are at least two surfaces for the web to stick to. You may climb webbing secured in such a fashion.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Hypnotic Eyes'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|You gain the Hypnotic Eyes ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hypnotic Eyes (1/Catch Breath).''' For 3 AP, make a CHA attack against the WILL of a creature within 30 ft of you. On a hit, that creature is Charmed by you until the end of your next turn. While Charmed in this way, the creature is also Suppressed. You may spend 1 AP on each of your turns to maintain eye contact and extend this effect by 1 round.The creature cannot willingly avert its eyes, but if eye contact is broken by a barrier that would offer Cover or otherwise obstructs your eye contact, the effect ends. One of the creature’s allies may spend 4 AP to blindfold the creature and shake it out of its daze, ending the effect. &lt;br /&gt;
&lt;br /&gt;
If you miss the initial attack, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Fearful Gaze'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|Gain the Fearful Gaze ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fearful Gaze (1/Catch Breath).''' For 3 AP make a CHA attack against the WILL of a creature within 40 ft of you. On a hit, the creature is Broken until the end of your next turn. If you miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Websense'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|While within 5 ft of your webbing created by Aranea’s Web, you are aware of the exact location of any creature also within 5 ft of your webs provided that you can trace an unbroken line of web between you. If you are aware of an Unseen creature in this way, treat them as if they do not have this condition.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Cascading Swarm'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Deadly Swarm&lt;br /&gt;
|When you activate your Spider Swarm ability, you may also summon a [[Swarm of Spiders]] in an unoccupied space within 10 ft of you. It acts immediately after you in Initiative and follows your mental commands. The swarm remains until you use this ability again or spend 1 AP to dismiss it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Ceiling Walker'''&lt;br /&gt;
|Aranea IV: Any, Aranea II: Wall Walker&lt;br /&gt;
|You may effortlessly walk on upside-down surfaces such as ceilings.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Grand Web Weaver'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Greater Web Weaver&lt;br /&gt;
|Your Aranea's Web upcharge feature improves. It becomes:&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +2 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Charming Eyes'''&lt;br /&gt;
|Aranea V: Any, Aranea IV: Hypnotic Eyes&lt;br /&gt;
|A creature that is Charmed by your Hypnotic Eyes ability is also Demoralized. Hypnotic Eyes becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Unnerving Gaze'''&lt;br /&gt;
|Aranea V; Any, Aranea IV: Fearful Gaze&lt;br /&gt;
|When a creature was Broken by your Fearful Gaze ability, even after the effects wear off, they remain Frightened of you for an additional 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Web Walker'''&lt;br /&gt;
|Aranea V: Any&lt;br /&gt;
|You gain +10 ft speed when moving exclusively along spaces occupied by webbing that you have created from any of your Aranea talents.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Grand Arachnid Familiar'''&lt;br /&gt;
|Aranea VI: Any, Aranea III: Greater Arachnid Familiar&lt;br /&gt;
|Regardless of your familiar's form, it gains a Bite attack that it can use once on each of its turns by spending 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' ''Reach 5 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage +2 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Venomous Fangs'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|You gain a Bite attack.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +DEX vs. AR '''Hit:''' 1d4+DEX sharp and 1d4 toxic damage.&lt;br /&gt;
&lt;br /&gt;
If you already had a bite attack, add +1d4 toxic damage to your standard damage with your bite.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Exoskeleton'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|Reduce your Endurance threshold by 1, as though your END were 3 fewer than it is. When taking this talent you must recalculate your max HP based on the new threshold.&lt;br /&gt;
When you are not wearing armor, increase your AR and physical defenses by +3.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enthralling Eyes'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Charming Eyes&lt;br /&gt;
|Gain the Enthralling Eyes ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enthralling Eyes (2/Rest).''' When you hit a creature with Hypnotic Eyes, you may choose to forego the normal effects of Hypnotic Eyes. Instead, the creature is Enthralled by you for 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enduring Fear'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Unnerving Gaze&lt;br /&gt;
|Gain the Enduring Fear ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enduring Fear (2/Rest).'''  When you hit a creature with Fearful Gaze, you may make it Phobic of spiders. It may make a CHA check against a DC of 10 + your magic attribute each time it finishes Taking a Rest, ending the Phobic condition on a successful check.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Clinging Webbing'''&lt;br /&gt;
|Aranea VII: Any&lt;br /&gt;
|Creatures Suppressed by your Aranea’s Web spell are also Demoralized and Shaken.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Grand Swarm'''&lt;br /&gt;
|Aranea VIII: Any, Aranea V: Cascading Swarm&lt;br /&gt;
|Gain the Grand Swarm ability. &lt;br /&gt;
&lt;br /&gt;
* '''Grant Swarm (1/Rest).''' When you activate your Spider Swarm, you may choose for it to be a 20 ft radius.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Deadly Fangs'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Venomous Fangs&lt;br /&gt;
|When you hit a creature with your Bite attack, the creature gains Vulnerable Damage +1 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Greater Exoskeleton'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Exoskeleton&lt;br /&gt;
|&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Supreme Arachnid Familiar'''&lt;br /&gt;
|Aranea IX: Any, Aranea VII: Grand Arachnid Familiar&lt;br /&gt;
|Your familiar gains +6 to (DEX) Sneaking and (AWR) Perceiving checks. The Bite attack from the Grand Arachnid Familiar talent becomes: '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage 3 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Marionette'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|Gain the Aranea's Marionette ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aranea's Marionette (CHA/Rest).''' For 4 AP, make an END attack against the WILL of a creature within 40 ft of you. On a hit, deal 1d8 psychic damage, and create ethereal strands of silk connecting you to the target creature. For the next 1 minute, at the start of each of the target creature’s turns, you may spend 2 Reactive AP to take its first action. You cannot force the creature to expend its rechargeable abilities, but might dictate which direction it moves or force it to make an attack against one of its allies. On a miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Spider Senses'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|You cannot be Completely Surprised, even while sleeping. Any time you would be Completely Surprised, you are Partially Surprised instead, and any time you would be Partially Surprised, you are not Surprised.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Supreme Swarm'''&lt;br /&gt;
|Aranea X: Any, Aranea IX: Grand Swarm&lt;br /&gt;
|When you activate your Spider Swarm, the additional ability you choose gains another effect, which remains active for the duration of your swarm.&lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' The radius is Hazardous Terrain (1d2 toxic) to hostile creatures.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Shaken.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Spiders bunch up beneath you, elevating you. You ignore all Hazardous Terrain. Furthermore, as your spiders cluster underneath you, they may elevate you anywhere between 1 ft and 20 ft above the ground. Changing your elevation requires 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Paralyzing Terror'''&lt;br /&gt;
|Aranea X: Any, Aranea VIII: Enduring Fear&lt;br /&gt;
|Gain the Paralyzing Terror ability. &lt;br /&gt;
&lt;br /&gt;
* '''Paralyzing Terror (1/Rest).'''  While a creature is Frightened as a result of your Fearful Gaze ability, you may choose for it to also become Paralyzed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Arachnid Avatar'''&lt;br /&gt;
|Aranea X: Any&lt;br /&gt;
|You gain the following ability: Arachnid Avatar.&lt;br /&gt;
&lt;br /&gt;
* '''Arachnid Avatar (2/Catch Breath).''' For 4 AP, you may transform your body into that of an enormous arachnid. Your face remains identifiable as you, although you gain eight eyes and grotesque fangs while you are in this form (the eyes and fangs offer no mechanical benefit unless you have talents that grant them).&lt;br /&gt;
&lt;br /&gt;
While in this form, you retain your attributes, skill points, talents, spell points, and magic. You lose any weapon attacks that you had, except for natural weapons. You gain the features, actions, and reactive actions of a [[Dire Spider|Dire Spider.]] &lt;br /&gt;
&lt;br /&gt;
Moving costs 1 AP, your Fangs and Pursue actions cost 2 AP, and your Webspit action costs 3 AP.&lt;br /&gt;
&lt;br /&gt;
Once reduced to 0 HP in this form, you revert to your normal form at your previous HP, taking any excess damage that caused you to revert. You may also spend 1 AP on your turn to manually revert.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talent Weave'''&lt;br /&gt;
|Aranea 13&lt;br /&gt;
|&lt;br /&gt;
* '''(1/Week)''' You may reselect which Aranea talents you know, but must still know Arachnid Familiar, Web Weaver, and Talent Weave.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unbreakable Webbing'''&lt;br /&gt;
|Talent Weave&lt;br /&gt;
|Webbing created from your Aranea’s Web spell now dissolves after 24 hours. Furthermore, for 1 AP on each of your turns, you may make a magic attack against the ANT of a creature within 5 ft of your webs. On a hit, the creature is Restrained, and must overcome a DC of 10 + your magic attribute to escape this restraint. It is considered Suppressed by the spell while Restrained in this way.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Aranea's Web now has a base SPC of 0.&lt;br /&gt;
|''Witch, Aranea, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14092</id>
		<title>Witch</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14092"/>
		<updated>2025-10-30T20:27:09Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Kettek Witch.png|thumb|yla Greoghal, potions brewer]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Secrets wait to be embraced in the whispers of primeval spirits. Curiosity never hurt anyone brave enough to go looking. So long as I draw breath and have strength to explore, I will ever look to deepen my understanding of things within our world and things beyond.&amp;quot; - [[Lyla Greoghal]], potions brewer&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Signs that you were somehow different began at an early age. Animals and plants might behave strangely around you, either shying away or seeking to embrace you. Odd weather phenomena seem to follow you about, though perhaps this is coincidence. Whatever the case, the adults in your community noticed these strange behaviors. In your adolescence you felt a growing connection with the dark and strange side of nature, leading you to look for answers on your own. When a coven of witches found you and invited you into their ranks, you began to truly master your powers.&lt;br /&gt;
&lt;br /&gt;
Witches often have many hobbies and one or two crafts that they pursue to perfection. What are you most interested in, and what do you fiddle with in your spare time? Does the ephemeral quality of music fascinate you, or are you more inclined to get your hands dirty making pottery or whittling toys? Are you more interested in brewing potions or training your familiar to achieve its maximum potential?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;'''Witch Class Tracks'''&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Witch#Dark Hex Track|'''Dark Hex'''.]] Curate a collection of poppets and cast sympathetic magic on them to extend your range of knowledge and power.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Fae Track|Fae.]]''' By communing with the six conclaves of the Everwilds, you gain the power of the fae.&lt;br /&gt;
&lt;br /&gt;
[[Witch#Familiar Track|'''Familiar'''.]] Enhance your familiar, or summon a pack or flock of familiars.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Pagan Attunement Track|Pagan Attunement]]'''. You are one with the natural world and can draw power from the soil itself through ritual and meditation.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Witch's Brew Track|Witch’s Brew.]]''' By mixing strange ingredients, you can create a variety of unique potions for your allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Aranea Track|Aranea]].''' ''Harker's Guide to Vampire Hunting.'' Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Witch Entry Talent ===&lt;br /&gt;
After gaining the Witch Entry talent, you can take talents from any of the Witch subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Dark Presence.''' Gain the Dark Presence ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 SP. You may use this ability as many times as you would like.&lt;br /&gt;
&lt;br /&gt;
'''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action.&lt;br /&gt;
&lt;br /&gt;
You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you.&lt;br /&gt;
&lt;br /&gt;
Familiars are corporeal fae spirits that cannot be attacked or damaged.&lt;br /&gt;
&lt;br /&gt;
You can command your familiar to take more actions by spending 1 AP per additional action your familiar takes.&lt;br /&gt;
&lt;br /&gt;
Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form when you Take a Rest. Regardless of its form, you always use one of the three stat blocks: Crawling Familiar, Flying Familiar, or Hunting Familiar.&lt;br /&gt;
&lt;br /&gt;
'''Witch Magic.''' Choose one: Occult or Primal.&lt;br /&gt;
&lt;br /&gt;
If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
Whichever you choose, END is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Witch Power.''' Each time you level up and spend your Talent Point on a Witch talent, you gain +5 SP and +1 Power in the source you chose.&lt;br /&gt;
&lt;br /&gt;
|''Witch, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiars ====&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Crawling Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft, Climb 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Frightening.''' When your familiar is within 5 ft of you, you gain Intimidating +4.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ward.''' If your familiar is within 5 ft of you, it protectively crouches nearby. The next time you take damage from another creature before the start of your next turn (provided that you are still within 5 ft of your familiar), reduce the damage by 1d4 + your number of Witch talents. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Flying Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |'''Skills''' (AWR) Perceiving +3, Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spook (1/Catch Breath).''' ''Ranged 30 ft Magical Attack.'' + Your END vs WILL. '''Hit:''' The creature is Frightened of your familiar for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hunting Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (DEX) Sneaking +3; (AWR) Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pounce (1/Round).''' ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 1d4+2 sharp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Hex Track ===&lt;br /&gt;
[[File:DarkHexTrack.png|center|frameless|478x478px|Dark Hex Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Magic'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|''Repeatable.'' Each time you take this talent, choose two spells, invocations, or rituals from the Hex list. Note that you must meet certain prerequisite Witch levels in order to gain some spells.&lt;br /&gt;
For you, these spells count as the Source that you chose from your Witch Magic benefit (either primal or occult).&lt;br /&gt;
&lt;br /&gt;
If there is a spell on the Hex list that you already know or learn through other means, you may still consider it a hex spell but do not have to. You cannot upcharge hex spells without additional talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Hex List&lt;br /&gt;
!Witch Level&lt;br /&gt;
!Hex Spells&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
* [[Charm Person]] (psionic)&lt;br /&gt;
* [[Commandment]] (divine),&lt;br /&gt;
* [[Creeping Fear]] (primal)&lt;br /&gt;
* [[Decay]] (arcane)&lt;br /&gt;
* [[Flay]] (arcane)&lt;br /&gt;
* [[Hex Of Hemophilia|Hex of Hemophilia]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
* [[Hex of Lethargy]] (occult)&lt;br /&gt;
* [[Hex of Terror]] (occult)&lt;br /&gt;
* [[Silence]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
* [[Demoralize]] (divine)&lt;br /&gt;
* [[Detect Thoughts]] (divine)&lt;br /&gt;
* [[Terror]] (primal)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
* [[Babble]] (occult)&lt;br /&gt;
* [[Curse of Trembling]] (occult)&lt;br /&gt;
* [[Haunt]] (psionic)&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
* [[Clot]] (occult)&lt;br /&gt;
* [[Curse of Withering]] (occult)&lt;br /&gt;
* [[Dark Smile]] (occult)&lt;br /&gt;
* [[Dominate Person]] (psionic)&lt;br /&gt;
* [[Ecstasy]] (primal)&lt;br /&gt;
* [[Fracture]] (occult)&lt;br /&gt;
* [[Modify Memory]] (psionic)&lt;br /&gt;
* [[Paranoia]] (psionic)&lt;br /&gt;
|}&lt;br /&gt;
|''Witch, Dark Hex, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Greater Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Greater Hex (2/Rest).''' You may cast a hex spell as though you upcharged it one time, without spending additional SP.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex'''&lt;br /&gt;
|Greater Hex&lt;br /&gt;
|Gain the Innate Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Innate Hex (2/Rest).''' You may cast a hex spell without meeting Verbal, Visual, or Gesture requirements. You must still meet Line of Sight or Line of Effect requirements.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex II'''&lt;br /&gt;
|Innate Hex&lt;br /&gt;
|Greater Hex becomes AWR/Rest.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex II'''&lt;br /&gt;
|Greater Hex II&lt;br /&gt;
|Innate Hex becomes 2/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex III'''&lt;br /&gt;
|Innate Hex II&lt;br /&gt;
|Innate Hex becomes AWR/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Enchantment'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Dark Enchantment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Dark Enchantment (1/Rest).''' Spend 2 AP to designate a target that you can see. For the next minute, gain +2 TA on rolls made with hex spells against that target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic'''&lt;br /&gt;
|Dark Enchantment&lt;br /&gt;
|Choose one creature with whom you are familiar (having spent at least 10 minutes in conversation).&lt;br /&gt;
&lt;br /&gt;
By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature. You may create a poppet of any willing ally or of a creature if its ML is equal to or less than your Witch level. You may only make one poppet. If you make a second one, the first one unravels immediately.&lt;br /&gt;
&lt;br /&gt;
Gain the Sense Likeness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Likeness.''' By spending 1 minute touching the poppet and staying completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic II'''&lt;br /&gt;
|Sympathetic Magic&lt;br /&gt;
|When you use your Sense Likeness ability, you may choose for the effect to last for 10 minutes. Furthermore, you may see and hear through your poppet’s senses for the duration. If you do, make a magic attack against their ANT. On a hit, they are unaware that you are doing this; on a miss, they know.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic III'''&lt;br /&gt;
|Sympathetic Magic II&lt;br /&gt;
|When you use your Dark Enchantment ability, you do not expend a use of the ability if you have a poppet of the target creature.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IV'''&lt;br /&gt;
|Sympathetic Magic III&lt;br /&gt;
|Gain the Sympathetic Link ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Link (AWR/Rest).''' You may cast hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic V'''&lt;br /&gt;
|Sympathetic Magic IV&lt;br /&gt;
|When you use your Sympathetic Link ability, you may also impose Dark Enchantment on your target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VI'''&lt;br /&gt;
|Sympathetic Magic V&lt;br /&gt;
|Gain the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puppetmaster.''' When using your Sense Likeness ability, you may make a magic attack against the target’s WILL. On a hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute and the target is aware that you are the caster.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VII'''&lt;br /&gt;
|Sympathetic Magic VI&lt;br /&gt;
|When you use your Sympathetic Link ability and cast a hex spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 5 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VIII'''&lt;br /&gt;
|Sympathetic Magic VII&lt;br /&gt;
|You can now create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Link, and/or Puppetmaster on either one. If you make a third poppet, choose which of your previous poppets unravels.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IX'''&lt;br /&gt;
|Sympathetic Magic VIII&lt;br /&gt;
|You are always aware of the surface-level emotional state of the creatures whose likeness your poppets represent while within range of Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 10 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic X'''&lt;br /&gt;
|Sympathetic Magic IX&lt;br /&gt;
|When you use your Sympathetic Link or Puppetmaster ability, you may also make a magic attack against the creature’s ANT. On a hit, they are not magically aware that you caused the effect.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 20 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Collector&lt;br /&gt;
|Choose one poppet to be your Bound Soul. If you have a physical piece of the likeness that the Bound Soul poppet represents, such as hair or nail clippings, teeth, saliva, blood, etc., then using Sympathetic Link against this creature does not expend a use of your Sympathetic Link.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul II'''&lt;br /&gt;
|Bond Soul&lt;br /&gt;
|Gain the Sympathetic Tether ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Tether (1/Recoup).''' When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only 1⁄2 the SP. Sympathetic Link’s range increases to 100 miles for your Bound Soul poppet.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Puppetmaster'''&lt;br /&gt;
|Bond Soul II&lt;br /&gt;
|You always know the surface level thoughts and deeper emotions/desires of your Bound Soul poppet.&lt;br /&gt;
&lt;br /&gt;
Gain the Poppet Possession ability.&lt;br /&gt;
&lt;br /&gt;
* '''Poppet Possession (1/Rest).''' You may cast the [[Possession]] spell as a hex spell without spending SP. You cannot upcharge the spell when casting it in this way and can cast this spell regardless of distance provided that you are on the same plane of existence. When you use this ability, you may use your Sympathetic Magic X benefit to attempt to hide your magical presence.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' You may permanently possess the subject of your Bound Soul poppet provided they are ML 15 or lower or a willing ally. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you are not actively possessing them.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bond Soul&lt;br /&gt;
|You can have a number of poppets equal to 1⁄2 your AWR.&lt;br /&gt;
&lt;br /&gt;
Gain the Mass Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mass Hex (1/Recoup).''' When you cast a hex spell that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector II'''&lt;br /&gt;
|Collector&lt;br /&gt;
|You can have a number of poppets equal to your AWR. Mass Hex works on hex spells with an SPC of 20 or lower.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Collector'''&lt;br /&gt;
|Collector II&lt;br /&gt;
|You always know the surface level thoughts and surface desires of your poppets. Additionally, when the bonded creature of one of your poppets dies, you can retire the poppet. Doing so does not destroy the poppet and allows you to make a new poppet.&lt;br /&gt;
&lt;br /&gt;
Retired poppets look frayed and corrupted, and they contain the soul of the poppet’s likeness.&lt;br /&gt;
&lt;br /&gt;
Gain the Archive of Souls ability.&lt;br /&gt;
&lt;br /&gt;
* '''Archive of Souls (1/Recoup).''' You may commune with one retired poppet. The retired poppet retains all of its bonded creature’s formative memories and basic information that the creature would have known. The poppet’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired poppet might take multiple conversations or coercion. If a retired poppet is destroyed, its soul departs.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Now, if you destroy a retired poppet, the bonded creature’s soul is dispersed and it can never be resurrected. Casting Lesser Restoration or similar magic on a retired poppet will harmlessly detach the creature’s soul from the poppet, allowing it to pass on peacefully or to be resurrected.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fae Track ===&lt;br /&gt;
[[File:FaeTrack.png|center|frameless|412x412px|Fae Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic'''&lt;br /&gt;
|Witch Entry, Warden of the Primal &lt;br /&gt;
|Gain the Warp Step ability.&lt;br /&gt;
&lt;br /&gt;
* '''Warp Step (1/Recoup).''' You can cast the [[Warp Step]] occult spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Etalun''' &lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla’s Stride'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain the Wylla’s Stride ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wylla’s Stride (CHA/Rest).''' Ignore Difficult Terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaard’s Resistance'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|''Repeatable.'' Gain Resist +2 to one elemental damage type of your choice (cold, corrosive, fire, lightning, or toxic). If you take this talent multiple times, choose a new elemental type each time.&lt;br /&gt;
|''Witch, Fae, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Caliban’s Cackle'''&lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain the Caliban’s Cackle ability.&lt;br /&gt;
&lt;br /&gt;
* '''Caliban’s Cackle (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Shaken for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowess of Sekh'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the athleticism, acrobatics, or stamina tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen’s Blessing'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|Gain Resist Charmed +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic II'''&lt;br /&gt;
|Gaard’s Resistance or Rosen’s Blessing&lt;br /&gt;
|Gain the Mists of the Everwilds ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mists of the Everwilds (1/Rest).''' You can cast the [[Mists of the Everwilds]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk’s Keen Eyes'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain Darkvision +30 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart's Skin'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|When you are not wearing armor, your AR cannot be less than 13.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of Aeshir'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Gain the Wrath of Aeshir ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wrath of Aeshir (CHA/Recoup).''' When you deal elemental damage, add CHA to the damage.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck's Pernicious Pleasure'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|Gain the Puck’s Pernicious Pleasure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puck’s Pernicious Pleasure (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Charmed for 1 minute or until you or one of your allies damage it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Claws of Kleppar'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|Gain the Claws of Kleppar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Claws of Kleppar (CHA/Rest).''' Gain a climb speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Strack’s Stoicism'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Whenever making checks to resist extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic III'''&lt;br /&gt;
|Wrath of Aeshir or Strack’s Stoicism&lt;br /&gt;
|Gain the Polymorph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Polymorph (1/Rest).''' You can cast the [[Polymorph]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Daropmet''' &lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|You can never be Partially Surprised.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian’s Communion'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|When you Recoup and are in direct sunlight or touching a coniferous tree, then you gain Shield HP equal to your CHA.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri’s Explosion'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain the Yasheri’s Explosion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Yasheri’s Explosion (CHA/Rest).''' When you cast a primal spell that deals damage to multiple creatures and deals elemental damage, increase its cone or line by 10 ft or its radius by 5 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari’s Emotional Emancipation'''&lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Edmari’s Emotional Emancipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Edmari’s Emotional Emancipation (1/Rest).''' You can cast the Relaxing Presence primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gift of Gusper'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|Gain the Gift of Gusper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gift of Gusper (CHA/Rest).''' Gain a swim speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen’s Protection'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain Resist Necrotic +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic IV'''&lt;br /&gt;
|Yasheri’s Explosion or Wythen’s Protection&lt;br /&gt;
|Gain the Summon Monster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Summon Monster (1/Rest).''' You can cast the [[Summon Monster]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Letspina Conclave’s Perception'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog or heavy underbrush.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Conclave’s Passage'''&lt;br /&gt;
|Letspina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Pashak Conclave’s Passage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pashak Conclave’s Passage (CHA/Rest).''' When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ashyidir Conclave’s Affinity''' &lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain the Ashyidir Conclave’s Affinity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ashyidir Conclave’s Affinity (CHA/Rest).''' Choose one elemental damage type. Gain Affinity to that type for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Stravon Conclave’s Serenity'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Stravon Conclave’s Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stravon Conclave’s Serenity (1/Rest).''' You can cast Reorient primal invocation without it counting against the number of invocations you can cast in a day.&lt;br /&gt;
&lt;br /&gt;
If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Conclave's Splendor'''&lt;br /&gt;
|Letspina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Shibmar Conclave’s Splendor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shibmar Conclave’s Splendor (CHA/Rest).''' Sprout eagle wings and gain a fly speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vertumna Conclave’s Veneration'''&lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain Resist Frightened +3.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Friend of the Fae'''&lt;br /&gt;
|Ashyidir Conclave’s Affinity or Vertumna Conclave’s Veneration&lt;br /&gt;
|The fae sing your praises. Fae creatures tend to view you favorably and will generally look for nonviolent solutions to conflicts with you.&lt;br /&gt;
&lt;br /&gt;
You learn the [[Summon Fae]] primal spell if you did not already know it. It costs you 20 fewer SP to cast.&lt;br /&gt;
&lt;br /&gt;
Gain the Faefriend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Faefriend (1/Rest).''' When you cast Summon Fae, you may ignore rolling to determine the fae’s behavior and assume that it is friendly to you as though you succeeded on the roll and it failed.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a fae of ML 10 or lower.&lt;br /&gt;
|''Witch, Fae, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Familiar Track ===&lt;br /&gt;
[[File:FamiliarTrack.png|center|frameless|482x482px|Familiar Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talents&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|You can change your familiar’s form each time you Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evolution&lt;br /&gt;
|Gain the Flock of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flock of Familiars (2/Rest).''' You may summon a second familiar identical to your primary familiar for 10 minutes. Both familiars share a turn. On their turn, they can both take the move action. Alternatively, one familiar can take a different action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars II'''&lt;br /&gt;
|Flock of Familiars&lt;br /&gt;
|The second familiar summoned from Flock of Familiars lasts for 30 minutes.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flock of Familiars&lt;br /&gt;
|When you could change your familiar’s form, you can evolve your familiar instead of, or in addition to, changing its form by using the Evolution ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evolution (2/Rest).''' When you evolve your familiar, you can choose Evolve 1. The evolution that you choose lasts until you use it again or change your familiar’s form.&lt;br /&gt;
** '''Evolve 1:''' The familiar is one Size larger than it was previously. When larger, they gain a slight benefit:&lt;br /&gt;
*** '''''Crawling:''''' +1 to the damage reduced when defending you with Ward.&lt;br /&gt;
*** '''''Flying:''''' +5 ft to Help range. &lt;br /&gt;
*** '''''Hunting:''''' +1 to attack and damage with any attacks it has.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution II'''&lt;br /&gt;
|Evolution&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 2.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 2:''' The familiar is two Sizes larger. Familiars that are two Sizes larger gain the benefits below:&lt;br /&gt;
** '''''Crawling:''''' +2 to the damage reduced when defending you with Ward.&lt;br /&gt;
** '''''Flying:''''' +10 ft to Help range.&lt;br /&gt;
** '''''Hunting:''''' +1 to attack and damage with any attacks it has, and the damage die size of its attacks each increase by +1 (e.g., from 1d4 to 1d6).&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement'''&lt;br /&gt;
|Familiar 3&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” prerequisites; you learn that selection. Gain the Enhance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enhance (2/Rest).''' By spending 3 AP on your primary familiar as though summoning it, you may give it that enhancement for the next hour, provided it is the right kind of familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
| '''Flock of Familiars III'''&lt;br /&gt;
|Familiar Enhancement, Flock of Familiars II&lt;br /&gt;
|When you use Enhance and have Flock of Familiars active, apply the enhancement to all of your familiars of the same type as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  IV'''&lt;br /&gt;
|Flock of Familiars III&lt;br /&gt;
|On your familiars’ turn, they can both take one action. This can be the same action or different actions.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  V'''&lt;br /&gt;
|Flock of Familiars IV&lt;br /&gt;
|Flock of Familiars becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution III'''&lt;br /&gt;
|Familiar Enhancement, Evolution II&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 3.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 3:''' The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as mounts with 1 MCAP.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IV'''&lt;br /&gt;
|Evolution III&lt;br /&gt;
|When used as a mount, your familiar now has 2 MCAP and grants you one MCAP option based on its type:&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling: Fangs (1/Round).''''' 1 MCAP; ''Reach 5 ft Natural Weapon.'' +DEX vs FORT. '''Hit:''' 1d6 toxic.&lt;br /&gt;
* '''''Flying: Clutch (1/Round).''''' 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to its speed.&lt;br /&gt;
* '''''Hunting: Roar (1/Round).''''' 1 MCAP; ''Ranged 30 ft Natural Weapon.'' +AWR vs WILL. '''Hit:''' Target is Shaken until the end of their next turn.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution V'''&lt;br /&gt;
|Evolution IV&lt;br /&gt;
|Evolution becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement II'''&lt;br /&gt;
|Familiar 7&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” or “Enhancement II” prerequisites; you learn that selection.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply one or both selections, provided it is the right kind of familiar. Enhance becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VI'''&lt;br /&gt;
|Familiar Enhancement II, Flock of Familiars V&lt;br /&gt;
|When you summon a second familiar, it no longer needs to be the same kind as the first. It can be Crawling, Flying, or Hunting.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VII'''&lt;br /&gt;
|Flock of Familiars VI&lt;br /&gt;
|When using Enhance, you can apply any enhancements that you know to all familiars of the appropriate type that you control, even if they are not the same type of familiar as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VIII'''&lt;br /&gt;
|Flock of Familiars VII&lt;br /&gt;
|Gain the Throng ability.&lt;br /&gt;
&lt;br /&gt;
* '''Throng (2/Rest).''' When using Flock of Familiars, you may summon a third familiar identical to your primary one for 30 minutes. It shares a turn with your other familiars. While you have 3 familiars active, on their turns they may all move or two of them can take any action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VI'''&lt;br /&gt;
|Familiar Enhancement II, Evolution V&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 4.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 4:''' The familiar is four Sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options:&lt;br /&gt;
** '''''Crawling:''''' Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn.&lt;br /&gt;
** '''''Flying:''''' Clutch allows the familiar to pick up and move two willing creatures, but this costs 2 MCAP.&lt;br /&gt;
** '''''Hunting:''''' Roar causes the Frightened condition for the duration.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VII'''&lt;br /&gt;
|Evolution VI&lt;br /&gt;
|Gain the Strengthen Familiar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Strengthen Familiar (2/Rest).''' When you Evolve a familiar, you can increase one of its attributes by +3, one by +2, and one by +1.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VIII'''&lt;br /&gt;
|Evolution VII&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement III'''&lt;br /&gt;
|Familiar 11&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply any number of unique enhancements, provided it is the right kind of familiar.&lt;br /&gt;
&lt;br /&gt;
Enhance becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars IX'''&lt;br /&gt;
|Familiar Enhancement III, Flock of Familiars VIII&lt;br /&gt;
|Your third familiar need not be the same type as primary anymore and can be Crawling, Flying, or Hunting. When your familiars act, all three of them may take one action of their choice.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars X'''&lt;br /&gt;
|Flock of Familiars IX&lt;br /&gt;
|Your familiars summoned with the Flock of Familiars ability last for 1 hour. Each time you use Flock of Familiars, you can summon a third familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flurry of Familiars'''&lt;br /&gt;
|Flock of Familiars X&lt;br /&gt;
|You gain renown as having lots of animal companions. In most settlements, children remember you and love you for having so many pets and being rather eclectic. Domestic animals tend to act strange around you, either acting nervous or seeming overly friendly.&lt;br /&gt;
&lt;br /&gt;
Gain the Flurry of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flurry of Familiars (1/Recoup).''' When all three of your familiars are active and within 20 ft of one another, you may spend 3 AP to turn them into a creature with the swarm tag of ML 6 or lower. The swarm lasts for 10 minutes or until defeated. At the end of the swarm’s duration, the three familiars reappear. This counts towards the length of time they can remain active.&lt;br /&gt;
* '''''Level 30:''''' All three of your familiars are now permanently summoned.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IX'''&lt;br /&gt;
|Familiar Enhancement III, Evolution VIII&lt;br /&gt;
|Strengthen Familiar becomes 2/Recoup and increase one Attribute by +4, one by +2, and two Attributes by +1 each.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution X'''&lt;br /&gt;
|Evolution IX&lt;br /&gt;
|You can change your Familiar’s form every time you Catch your Breath. Furthermore, your Enhance has no recharge and you can use it indefinitely.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apex Evolution'''&lt;br /&gt;
|Evolution X&lt;br /&gt;
|Your bond with your familiar transcends the normal bonds of magic. Your familiar is able to intuit what you want it to do, allowing it to change its form even in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
Learn two additional Familiar Enhancements. Once on each of your turns, you may spend 1 AP to change your Familiar’s Form and/or reassign Enhancements. You can Evolve your familiar any number of times and can Evolve your familiar each time you change its form using this feature.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your familiar gains independence from your magical energy and will live on for generations after you are gone as a manifestation of raw magical energy. Bonding with this creature takes 30 Essence for another being as if it were a magical item, and the familiar only bonds with a new creature if it deems the creature worthy.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiar Enhancements ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Flighty''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Flying Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowl''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Hunting Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Scuttle''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Crawling Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|As part of the Pounce action, your Hunting Familiar can move 5 ft immediately before making the attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Talons''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Flying Familiar gains a Talon attack.&lt;br /&gt;
&lt;br /&gt;
'''''Talons (1/Turn).''''' ''Reach 5 ft Natural Weapon''. +DEX vs AR. '''Hit:''' 1d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Underfoot''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Crawling Familiar gains a special attack.&lt;br /&gt;
&lt;br /&gt;
'''''Tangle.''''' ''Reach 5 ft Natural Weapon.'' +DEX vs REF. '''Hit:''' Knock the creature Prone if it is no more than 2 Sizes larger than the familiar.&lt;br /&gt;
|-&lt;br /&gt;
|'''Carapace''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|The Ward action reduces damage by +1d4.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|Your familiar gains +5 to Perceiving and Tracking and has 60 ft of Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce II''' &lt;br /&gt;
|Enhancement II, Great Pounce &lt;br /&gt;
|If you hit with a Great Pounce, knock the target Prone if it is Gargantuan or smaller.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagan Attunement Track ===&lt;br /&gt;
[[File:PaganAttunementTrack.png|center|frameless|428x428px|Pagan Attunement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Pick one environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Gain the Pagan Attunement ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pagan Attunement.''' When you finish Taking a Rest, attune to one environment. When you Recoup in an environment to which you are attuned, you gain its relevant benefit.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement II'''&lt;br /&gt;
|Pagan Attunement&lt;br /&gt;
|Pick a second environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement III'''&lt;br /&gt;
|Pagan Attunement II&lt;br /&gt;
|Pick a third environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Pagan Attunement becomes: When you complete Taking a Rest, attune to two environments. Whenever you Recoup in either of those environments, gain its benefit. If you are in an environment that might activate multiple abilities (such as a coastal jungle or a snowy mountain), you nevertheless only get one benefit of your choosing.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement IV'''&lt;br /&gt;
|Pagan Attunement III&lt;br /&gt;
|''Repeatable.'' Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement V'''&lt;br /&gt;
|Pagan Attunement IV&lt;br /&gt;
|Gain the Hasty Communion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hasty Communion (1/Rest).''' When you Catch your Breath, you may gain the benefit of one of your environments that you are attuned to if you are in that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VI'''&lt;br /&gt;
|Pagan Attunement V&lt;br /&gt;
|When you Recoup in an environment that could be considered two or more environments, you gain the benefits of both relevant environments if you are attuned to both.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VII'''&lt;br /&gt;
|Pagan Attunement VI&lt;br /&gt;
|Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
You no longer need to pick two environments at the end of Taking a Rest; you can benefit from any environment to which you are attuned, but can still only gain a maximum of two environmental benefits at once.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement  VIII'''&lt;br /&gt;
|Pagan Attunement VII&lt;br /&gt;
|Choose one environment for which you already have attunement. This choice is permanent. Gain the Ultimate&lt;br /&gt;
&lt;br /&gt;
Attunement ability for that environment.&lt;br /&gt;
&lt;br /&gt;
* '''Ultimate Attunement (1/Rest).''' When you gain its attunement benefit, double all numeric values in that ability.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Environment List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Environment&lt;br /&gt;
!Benefit from Recouping&lt;br /&gt;
|-&lt;br /&gt;
|'''Aquatic'''&lt;br /&gt;
|You gain Shield HP equal to your number of Witch talents.&lt;br /&gt;
|-&lt;br /&gt;
|'''Coastal'''&lt;br /&gt;
|For the next 2 hours, you gain a swim speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Desert'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from heat exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forest'''&lt;br /&gt;
|Your ANT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal ANT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grassland'''&lt;br /&gt;
|For the next hour, your speed increases by +5 ft while in combat.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jungle'''&lt;br /&gt;
|Your FORT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal FORT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountain'''&lt;br /&gt;
|For the next 4 hours, standing from Prone costs you 0 AP, and when you take falling damage, reduce that damage by 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|'''Subterranean'''&lt;br /&gt;
|For the next 2 hours, gain a climb speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Swamp'''&lt;br /&gt;
|For the next 4 hours, gain Resist Toxic +5 and Resist Corrosive +5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tundra'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from cold exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Volcanic'''&lt;br /&gt;
|For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Witch's Brew Track ===&lt;br /&gt;
[[File:WitchsBrewTrack.png|center|frameless|454x454px|Witch's Brew Tack Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Gain the Witch’s Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Witch’s Brew (1/Rest).''' When you Take a Rest, brew two potions of your own making. Pick two spells (or pick the same spell twice) from the Primal Source that have both the altering and the intrinsic tags. These spells cannot be higher than 15 SP and you cannot upcharge them when using this feature.&lt;br /&gt;
&lt;br /&gt;
These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”&lt;br /&gt;
&lt;br /&gt;
These potions become impotent after 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent'''&lt;br /&gt;
|Witch’s Brew&lt;br /&gt;
|Gain the Reagent ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reagent (1/Week).''' When you brew a potion, you may count it as being upcharged one time. This potion is considered a Reagent and only becomes impotent after 1 week.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew II'''&lt;br /&gt;
|Reagent&lt;br /&gt;
|The number of potions you can brew is equal to 1⁄2 your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the charm tag as Witch’s Brews, following standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality'''&lt;br /&gt;
|Potion&lt;br /&gt;
|Gain the Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vitality.''' When you brew potions, you may imbue one potion with Vitality. That potion also grants 1d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. This potion is considered a Poison. These follow standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote'''&lt;br /&gt;
|Poison&lt;br /&gt;
|Gain the Antidote ability.&lt;br /&gt;
&lt;br /&gt;
* '''Antidote.''' When you brew potions, you may designate one potion as an Antidote. Instead of gaining the normal effects of a potion, consuming an Antidote immediately ends the effects of one of your other potions. When you brew an Antidote, you must choose which potion the Antidote cancels. It is potent for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew III'''&lt;br /&gt;
|Vitality or Antidote&lt;br /&gt;
|The number of potions you can brew is equal to your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent II'''&lt;br /&gt;
|Witch’s Brew III&lt;br /&gt;
|Your Reagent ability allows you to brew one additional Reagent.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew IV'''&lt;br /&gt;
|Reagent II&lt;br /&gt;
|Your potions now become impotent after 48 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion II'''&lt;br /&gt;
|Witch’s Brew IV, Potion&lt;br /&gt;
|Gain the Hearty Stew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Stew (1/Rest).''' Choose one potion you brew, count it as being upcharged one time if a spell, or cast at Occult 7 if a chant.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality II'''&lt;br /&gt;
|Potion II&lt;br /&gt;
|The Witch’s Brew you brew with Vitality now grants 2d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison II'''&lt;br /&gt;
|Witch’s Brew IV, Poison&lt;br /&gt;
|When a creature drinks a Poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote II'''&lt;br /&gt;
|Poison II&lt;br /&gt;
|Each time you brew potions, also make one Antidote.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew V'''&lt;br /&gt;
|Vitality II or Antidote II&lt;br /&gt;
|Gain the Overflowing Cauldron ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overflowing Cauldron (1/Week).''' You can make a number of potions equal to your Witch level in place of the normal number of Brews.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Improvised Brew&lt;br /&gt;
|Each time you use Witch’s Brew, choose one primal or occult spell or chant that you can turn into a potion. Produce two additional unmodified potions of that choice.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew II'''&lt;br /&gt;
|Signature Brew&lt;br /&gt;
|Your Signature Brews are each upcharged one time if spells, or cast at Occult 7 if chants.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Signature Brew&lt;br /&gt;
|Gain the Improvised Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Brew (1/Rest).''' When you Recoup, you may re-brew one of your potions, turning it into a different potion.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew II'''&lt;br /&gt;
|Improvised Brew&lt;br /&gt;
|You can use Improvised Brew whenever you Recoup.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent III'''&lt;br /&gt;
|Witch’s Brew 13&lt;br /&gt;
|Your Reagent ability allows you to make a number of reagents equal to 1⁄2 your INT.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadly Poison'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Deadly Poison ability.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Poison (1/Week).''' You can make a deadly poison that models the effects of an occult ritual with the curse tag or a disease that is common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30, then the poison fails. If you succeed, then the poison is potent for 48 hours.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once a week, you create one dose of the Perfect Poison. This Perfect Poison does not expire, and imbibing this poison kills a creature that has under 100 HP. If a creature has more than 100 HP, it becomes Helpless for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Font of Potions'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a prolific brewer of myriad potions.&lt;br /&gt;
&lt;br /&gt;
All of your potions now have a 1 month potency.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your potions no longer expire.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Brew'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a brewer of miraculous cures. Politicians, kings, and scholars would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Miracle Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''''Miracle Brew (1/Week).''''' You can make a miracle brew that has the effects of up to three of your Witch’s Brew options, one of which can be considered upcharged one time. It also cures nonmagical poisons and diseases that are common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30 then the spell fails. If you succeed, then the potion is potent for 48 hours.&lt;br /&gt;
* '''''Level 30:''''' Your Miracle Brew no longer expires.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Aranea2.png|thumb|373x373px]]&lt;br /&gt;
&lt;br /&gt;
=== Aranea Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arachnid Familiar'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Your familiar aesthetically looks like a spider regardless of its current form, using silk threads to float on the wind if it is a flying familiar.&lt;br /&gt;
Regardless of its form, it gains a special attack that it can make using its 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Web Spit (1/Recoup):''''' ''Ranged 20 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' Target is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END. The webbing remains on that 5 ft area after the creature is no longer Suppressed. It is Difficult Terrain and is highly flammable. It disintegrates after 10 minutes.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Web Weaver'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|As your affinity with the strange powers of arachnids deepens, you may spend SP to cast lines or nets of webbing.&lt;br /&gt;
Gain the following unique spell. This counts as an occult or primal spell for you depending on the source you chose for&lt;br /&gt;
&lt;br /&gt;
Witch Magic.&lt;br /&gt;
&lt;br /&gt;
'''Aranea's Web'''&lt;br /&gt;
&lt;br /&gt;
''Occult or Primal Spell, Altering, Nature''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 2&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 4&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Special&lt;br /&gt;
&lt;br /&gt;
'''Requires:''' Gesture, Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 10 minutes&lt;br /&gt;
&lt;br /&gt;
The webbing is a 20 ft line originating from you, or a 5 ft radius centered on a point within 40 ft of you.&lt;br /&gt;
&lt;br /&gt;
The webbing is Difficult Terrain. A creature may make a DEX check to ignore Difficult Terrain created by a line by beating a DC of 10 + your END. If they succeed, they are unhindered; if they fail, they fall Prone and lose the rest of their movement from their current action.&lt;br /&gt;
&lt;br /&gt;
When you create a net of webbing, you may make a magic attack against the ANT of each creature in the radius.&lt;br /&gt;
&lt;br /&gt;
On a hit, the creature is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END.&lt;br /&gt;
&lt;br /&gt;
All webbing created by this spell is highly flammable. It dissolves after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +4 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Spider Swarm'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|Gain the Spider Swarm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spider Swarm (1/Recoup).''' For 4 AP, you may cause a swarm of diminutive spiders to wriggle around you in a 10 ft radius. This area is Difficult Terrain for creatures hostile to you. When you crit against a hostile creature in this area, it falls Prone. This swarm lasts for up to 10 minutes, but you can end it at any time for 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Eight Eyes'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you Recoup, you may choose to manifest six more beady black or red eyes on your face. This causes you to suffer a -4 penalty to all Influence skill checks besides Intimidating, but you gain a +4 bonus to all Observation skill checks. You do not suffer TD when targeting a Concealed creature.&lt;br /&gt;
When you Recoup and have this ability active, you may choose to end it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Silk Rope'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you finish Taking a Rest, you may produce 50 ft of silk rope. This rope is strong enough to support any Large or smaller creature. Rope made in this way dissolves after 24 hours.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Greater Arachnid Familiar'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|Your arachnid familiar is unusually strong for a witch familiar. Choose two familiar forms out of flying, crawling, or hunting. Your familiar gains the skills, features, and actions of both selections, and uses the attributes of one of the selections of your choice.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Wall Walker'''&lt;br /&gt;
|Aranea I: Any&lt;br /&gt;
|You gain a climb speed equal to your walking speed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Clinging Silk'''&lt;br /&gt;
|Aranea I: Silk Rope&lt;br /&gt;
|Silk rope that you have made using your Silk Rope talent has a strong adhesive property that you may activate, securely affixing it to a surface that you touch. The rope cannot be removed from such a surface, and it dissolves 1 hour after you adhere it to a surface.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Deadly Swarm'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Spider Swarm&lt;br /&gt;
|When you activate your Spider Swarm, choose one of the following abilities, which remains active for the duration of your swarm. &lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' Hostile creatures in the radius of the swarm have Vulnerable Toxic +1 unless they have Immune Toxic.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Demoralized.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Thousands of spiders cluster up beneath you, elevating you. You ignore Difficult Terrain and Hazardous Terrain that is not the result of a dangerous liquid.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Night Eyes'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Eight Eyes&lt;br /&gt;
|While your Eight Eyes ability is active, you gain +30 ft Darkvision.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Greater Web Weaver'''&lt;br /&gt;
|Aranea II: Any&lt;br /&gt;
|You may use your Web Weaver spell vertically, spreading the radius of your net over an opening or along a wall provided that there are at least two surfaces for the web to stick to. You may climb webbing secured in such a fashion.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Hypnotic Eyes'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|You gain the Hypnotic Eyes ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hypnotic Eyes (1/Catch Breath).''' For 3 AP, make a CHA attack against the WILL of a creature within 30 ft of you. On a hit, that creature is Charmed by you until the end of your next turn. While Charmed in this way, the creature is also Suppressed. You may spend 1 AP on each of your turns to maintain eye contact and extend this effect by 1 round.The creature cannot willingly avert its eyes, but if eye contact is broken by a barrier that would offer Cover or otherwise obstructs your eye contact, the effect ends. One of the creature’s allies may spend 4 AP to blindfold the creature and shake it out of its daze, ending the effect. &lt;br /&gt;
&lt;br /&gt;
If you miss the initial attack, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Fearful Gaze'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|Gain the Fearful Gaze ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fearful Gaze (1/Catch Breath).''' For 3 AP make a CHA attack against the WILL of a creature within 40 ft of you. On a hit, the creature is Broken until the end of your next turn. If you miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Websense'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|While within 5 ft of your webbing created by Aranea’s Web, you are aware of the exact location of any creature also within 5 ft of your webs provided that you can trace an unbroken line of web between you. If you are aware of an Unseen creature in this way, treat them as if they do not have this condition.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Cascading Swarm'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Deadly Swarm&lt;br /&gt;
|When you activate your Spider Swarm ability, you may also summon a [[Swarm of Spiders]] in an unoccupied space within 10 ft of you. It acts immediately after you in Initiative and follows your mental commands. The swarm remains until you use this ability again or spend 1 AP to dismiss it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Ceiling Walker'''&lt;br /&gt;
|Aranea IV: Any, Aranea II: Wall Walker&lt;br /&gt;
|You may effortlessly walk on upside-down surfaces such as ceilings.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Grand Web Weaver'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Greater Web Weaver&lt;br /&gt;
|Your Aranea's Web upcharge feature improves. It becomes:&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +2 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Charming Eyes'''&lt;br /&gt;
|Aranea V: Any, Aranea IV: Hypnotic Eyes&lt;br /&gt;
|A creature that is Charmed by your Hypnotic Eyes ability is also Demoralized. Hypnotic Eyes becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Unnerving Gaze'''&lt;br /&gt;
|Aranea V; Any, Aranea IV: Fearful Gaze&lt;br /&gt;
|When a creature was Broken by your Fearful Gaze ability, even after the effects wear off, they remain Frightened of you for an additional 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Web Walker'''&lt;br /&gt;
|Aranea V: Any&lt;br /&gt;
|You gain +10 ft speed when moving exclusively along spaces occupied by webbing that you have created from any of your Aranea talents.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Grand Arachnid Familiar'''&lt;br /&gt;
|Aranea VI: Any, Aranea III: Greater Arachnid Familiar&lt;br /&gt;
|Regardless of your familiar's form, it gains a Bite attack that it can use once on each of its turns by spending 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' ''Reach 5 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage +2 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Venomous Fangs'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|You gain a Bite attack.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +DEX vs. AR '''Hit:''' 1d4+DEX sharp and 1d4 toxic damage.&lt;br /&gt;
&lt;br /&gt;
If you already had a bite attack, add +1d4 toxic damage to your standard damage with your bite.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Exoskeleton'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|Reduce your Endurance threshold by 1, as though your END were 3 fewer than it is. When taking this talent you must recalculate your max HP based on the new threshold.&lt;br /&gt;
When you are not wearing armor, increase your AR and physical defenses by +3.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enthralling Eyes'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Charming Eyes&lt;br /&gt;
|Gain the Enthralling Eyes ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enthralling Eyes (2/Rest).''' When you hit a creature with Hypnotic Eyes, you may choose to forego the normal effects of Hypnotic Eyes. Instead, the creature is Enthralled by you for 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enduring Fear'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Unnerving Gaze&lt;br /&gt;
|Gain the Enduring Fear ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enduring Fear (2/Rest).'''  When you hit a creature with Fearful Gaze, you may make it Phobic of spiders. It may make a CHA check against a DC of 10 + your magic attribute each time it finishes Taking a Rest, ending the Phobic condition on a successful check.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Clinging Webbing'''&lt;br /&gt;
|Aranea VII: Any&lt;br /&gt;
|Creatures Suppressed by your Aranea’s Web spell are also Demoralized and Shaken.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Grand Swarm'''&lt;br /&gt;
|Aranea VIII: Any, Aranea V: Cascading Swarm&lt;br /&gt;
|Gain the Grand Swarm ability. &lt;br /&gt;
&lt;br /&gt;
* '''Grant Swarm (1/Rest).''' When you activate your Spider Swarm, you may choose for it to be a 20 ft radius.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Deadly Fangs'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Venomous Fangs&lt;br /&gt;
|When you hit a creature with your Bite attack, the creature gains Vulnerable Damage +1 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Greater Exoskeleton'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Exoskeleton&lt;br /&gt;
|&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Supreme Arachnid Familiar'''&lt;br /&gt;
|Aranea IX: Any, Aranea VII: Grand Arachnid Familiar&lt;br /&gt;
|Your familiar gains +6 to (DEX) Sneaking and (AWR) Perceiving checks. The Bite attack from the Grand Arachnid Familiar talent becomes: '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage 3 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Marionette'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|Gain the Aranea's Marionette ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aranea's Marionette (CHA/Rest).''' For 4 AP, make an END attack against the WILL of a creature within 40 ft of you. On a hit, deal 1d8 psychic damage, and create ethereal strands of silk connecting you to the target creature. For the next 1 minute, at the start of each of the target creature’s turns, you may spend 2 Reactive AP to take its first action. You cannot force the creature to expend its rechargeable abilities, but might dictate which direction it moves or force it to make an attack against one of its allies. On a miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Spider Senses'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|You cannot be Completely Surprised, even while sleeping. Any time you would be Completely Surprised, you are Partially Surprised instead, and any time you would be Partially Surprised, you are not Surprised.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Supreme Swarm'''&lt;br /&gt;
|Aranea X: Any, Aranea IX: Grand Swarm&lt;br /&gt;
|When you activate your Spider Swarm, the additional ability you choose gains another effect, which remains active for the duration of your swarm.&lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' The radius is Hazardous Terrain (1d2 toxic) to hostile creatures.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Shaken.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Spiders bunch up beneath you, elevating you. You ignore all Hazardous Terrain. Furthermore, as your spiders cluster underneath you, they may elevate you anywhere between 1 ft and 20 ft above the ground. Changing your elevation requires 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Paralyzing Terror'''&lt;br /&gt;
|Aranea X: Any, Aranea VIII: Enduring Fear&lt;br /&gt;
|Gain the Paralyzing Terror ability. &lt;br /&gt;
&lt;br /&gt;
* '''Paralyzing Terror (1/Rest).'''  While a creature is Frightened as a result of your Fearful Gaze ability, you may choose for it to also become Paralyzed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Arachnid Avatar'''&lt;br /&gt;
|Aranea X: Any&lt;br /&gt;
|You gain the following ability: Arachnid Avatar.&lt;br /&gt;
&lt;br /&gt;
* '''Arachnid Avatar (2/Catch Breath).''' For 4 AP, you may transform your body into that of an enormous arachnid. Your face remains identifiable as you, although you gain eight eyes and grotesque fangs while you are in this form (the eyes and fangs offer no mechanical benefit unless you have talents that grant them).&lt;br /&gt;
&lt;br /&gt;
While in this form, you retain your attributes, skill points, talents, spell points, and magic. You lose any weapon attacks that you had, except for natural weapons. You gain the features, actions, and reactive actions of a [[Dire Spider|Dire Spider.]] &lt;br /&gt;
&lt;br /&gt;
Moving costs 1 AP, your Fangs and Pursue actions cost 2 AP, and your Webspit action costs 3 AP.&lt;br /&gt;
&lt;br /&gt;
Once reduced to 0 HP in this form, you revert to your normal form at your previous HP, taking any excess damage that caused you to revert. You may also spend 1 AP on your turn to manually revert.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talent Weave'''&lt;br /&gt;
|Aranea 13&lt;br /&gt;
|&lt;br /&gt;
* '''(1/Week)''' You may reselect which Aranea talents you know, but must still know Arachnid Familiar, Web Weaver, and Talent Weave.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unbreakable Webbing'''&lt;br /&gt;
|Talent Weave&lt;br /&gt;
|Webbing created from your Aranea’s Web spell now dissolves after 24 hours. Furthermore, for 1 AP on each of your turns, you may make a magic attack against the ANT of a creature within 5 ft of your webs. On a hit, the creature is Restrained, and must overcome a DC of 10 + your magic attribute to escape this restraint. It is considered Suppressed by the spell while Restrained in this way.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Aranea's Web now has a base SPC of 0.&lt;br /&gt;
|''Witch, Aranea, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14091</id>
		<title>Witch</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14091"/>
		<updated>2025-10-30T20:20:09Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Kettek Witch.png|thumb|yla Greoghal, potions brewer]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Secrets wait to be embraced in the whispers of primeval spirits. Curiosity never hurt anyone brave enough to go looking. So long as I draw breath and have strength to explore, I will ever look to deepen my understanding of things within our world and things beyond.&amp;quot; - [[Lyla Greoghal]], potions brewer&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Signs that you were somehow different began at an early age. Animals and plants might behave strangely around you, either shying away or seeking to embrace you. Odd weather phenomena seem to follow you about, though perhaps this is coincidence. Whatever the case, the adults in your community noticed these strange behaviors. In your adolescence you felt a growing connection with the dark and strange side of nature, leading you to look for answers on your own. When a coven of witches found you and invited you into their ranks, you began to truly master your powers.&lt;br /&gt;
&lt;br /&gt;
Witches often have many hobbies and one or two crafts that they pursue to perfection. What are you most interested in, and what do you fiddle with in your spare time? Does the ephemeral quality of music fascinate you, or are you more inclined to get your hands dirty making pottery or whittling toys? Are you more interested in brewing potions or training your familiar to achieve its maximum potential?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;'''Witch Class Tracks'''&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Witch#Dark Hex Track|'''Dark Hex'''.]] Curate a collection of poppets and cast sympathetic magic on them to extend your range of knowledge and power.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Fae Track|Fae.]]''' By communing with the six conclaves of the Everwilds, you gain the power of the fae.&lt;br /&gt;
&lt;br /&gt;
[[Witch#Familiar Track|'''Familiar'''.]] Enhance your familiar, or summon a pack or flock of familiars.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Pagan Attunement Track|Pagan Attunement]]'''. You are one with the natural world and can draw power from the soil itself through ritual and meditation.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Witch's Brew Track|Witch’s Brew.]]''' By mixing strange ingredients, you can create a variety of unique potions for your allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Aranea Track|Aranea]].''' ''Harker's Guide to Vampire Hunting.'' Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Witch Entry Talent ===&lt;br /&gt;
After gaining the Witch Entry talent, you can take talents from any of the Witch subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Dark Presence.''' Gain the Dark Presence ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 SP. You may use this ability as many times as you would like.&lt;br /&gt;
&lt;br /&gt;
'''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action.&lt;br /&gt;
&lt;br /&gt;
You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you.&lt;br /&gt;
&lt;br /&gt;
Familiars are corporeal fae spirits that cannot be attacked or damaged.&lt;br /&gt;
&lt;br /&gt;
You can command your familiar to take more actions by spending 1 AP per additional action your familiar takes.&lt;br /&gt;
&lt;br /&gt;
Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form when you Take a Rest. Regardless of its form, you always use one of the three stat blocks: Crawling Familiar, Flying Familiar, or Hunting Familiar.&lt;br /&gt;
&lt;br /&gt;
'''Witch Magic.''' Choose one: Occult or Primal.&lt;br /&gt;
&lt;br /&gt;
If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
Whichever you choose, END is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Witch Power.''' Each time you level up and spend your Talent Point on a Witch talent, you gain +5 SP and +1 Power in the source you chose.&lt;br /&gt;
&lt;br /&gt;
|''Witch, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiars ====&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Crawling Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft, Climb 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Frightening.''' When your familiar is within 5 ft of you, you gain Intimidating +4.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ward.''' If your familiar is within 5 ft of you, it protectively crouches nearby. The next time you take damage from another creature before the start of your next turn (provided that you are still within 5 ft of your familiar), reduce the damage by 1d4 + your number of Witch talents. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Flying Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |'''Skills''' (AWR) Perceiving +3, Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spook (1/Catch Breath).''' ''Ranged 30 ft Magical Attack.'' + Your END vs WILL. '''Hit:''' The creature is Frightened of your familiar for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hunting Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (DEX) Sneaking +3; (AWR) Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pounce (1/Round).''' ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 1d4+2 sharp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Hex Track ===&lt;br /&gt;
[[File:DarkHexTrack.png|center|frameless|478x478px|Dark Hex Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Magic'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|''Repeatable.'' Each time you take this talent, choose two spells, invocations, or rituals from the Hex list. Note that you must meet certain prerequisite Witch levels in order to gain some spells.&lt;br /&gt;
For you, these spells count as the Source that you chose from your Witch Magic benefit (either primal or occult).&lt;br /&gt;
&lt;br /&gt;
If there is a spell on the Hex list that you already know or learn through other means, you may still consider it a hex spell but do not have to. You cannot upcharge hex spells without additional talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Hex List&lt;br /&gt;
!Witch Level&lt;br /&gt;
!Hex Spells&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
* [[Charm Person]] (psionic)&lt;br /&gt;
* [[Commandment]] (divine),&lt;br /&gt;
* [[Creeping Fear]] (primal)&lt;br /&gt;
* [[Decay]] (arcane)&lt;br /&gt;
* [[Flay]] (arcane)&lt;br /&gt;
* [[Hex Of Hemophilia|Hex of Hemophilia]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
* [[Hex of Lethargy]] (occult)&lt;br /&gt;
* [[Hex of Terror]] (occult)&lt;br /&gt;
* [[Silence]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
* [[Demoralize]] (divine)&lt;br /&gt;
* [[Detect Thoughts]] (divine)&lt;br /&gt;
* [[Terror]] (primal)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
* [[Babble]] (occult)&lt;br /&gt;
* [[Curse of Trembling]] (occult)&lt;br /&gt;
* [[Haunt]] (psionic)&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
* [[Clot]] (occult)&lt;br /&gt;
* [[Curse of Withering]] (occult)&lt;br /&gt;
* [[Dark Smile]] (occult)&lt;br /&gt;
* [[Dominate Person]] (psionic)&lt;br /&gt;
* [[Ecstasy]] (primal)&lt;br /&gt;
* [[Fracture]] (occult)&lt;br /&gt;
* [[Modify Memory]] (psionic)&lt;br /&gt;
* [[Paranoia]] (psionic)&lt;br /&gt;
|}&lt;br /&gt;
|''Witch, Dark Hex, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Greater Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Greater Hex (2/Rest).''' You may cast a hex spell as though you upcharged it one time, without spending additional SP.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex'''&lt;br /&gt;
|Greater Hex&lt;br /&gt;
|Gain the Innate Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Innate Hex (2/Rest).''' You may cast a hex spell without meeting Verbal, Visual, or Gesture requirements. You must still meet Line of Sight or Line of Effect requirements.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex II'''&lt;br /&gt;
|Innate Hex&lt;br /&gt;
|Greater Hex becomes AWR/Rest.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex II'''&lt;br /&gt;
|Greater Hex II&lt;br /&gt;
|Innate Hex becomes 2/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex III'''&lt;br /&gt;
|Innate Hex II&lt;br /&gt;
|Innate Hex becomes AWR/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Enchantment'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Dark Enchantment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Dark Enchantment (1/Rest).''' Spend 2 AP to designate a target that you can see. For the next minute, gain +2 TA on rolls made with hex spells against that target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic'''&lt;br /&gt;
|Dark Enchantment&lt;br /&gt;
|Choose one creature with whom you are familiar (having spent at least 10 minutes in conversation).&lt;br /&gt;
&lt;br /&gt;
By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature. You may create a poppet of any willing ally or of a creature if its ML is equal to or less than your Witch level. You may only make one poppet. If you make a second one, the first one unravels immediately.&lt;br /&gt;
&lt;br /&gt;
Gain the Sense Likeness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Likeness.''' By spending 1 minute touching the poppet and staying completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic II'''&lt;br /&gt;
|Sympathetic Magic&lt;br /&gt;
|When you use your Sense Likeness ability, you may choose for the effect to last for 10 minutes. Furthermore, you may see and hear through your poppet’s senses for the duration. If you do, make a magic attack against their ANT. On a hit, they are unaware that you are doing this; on a miss, they know.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic III'''&lt;br /&gt;
|Sympathetic Magic II&lt;br /&gt;
|When you use your Dark Enchantment ability, you do not expend a use of the ability if you have a poppet of the target creature.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IV'''&lt;br /&gt;
|Sympathetic Magic III&lt;br /&gt;
|Gain the Sympathetic Link ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Link (AWR/Rest).''' You may cast hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic V'''&lt;br /&gt;
|Sympathetic Magic IV&lt;br /&gt;
|When you use your Sympathetic Link ability, you may also impose Dark Enchantment on your target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VI'''&lt;br /&gt;
|Sympathetic Magic V&lt;br /&gt;
|Gain the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puppetmaster.''' When using your Sense Likeness ability, you may make a magic attack against the target’s WILL. On a hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute and the target is aware that you are the caster.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VII'''&lt;br /&gt;
|Sympathetic Magic VI&lt;br /&gt;
|When you use your Sympathetic Link ability and cast a hex spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 5 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VIII'''&lt;br /&gt;
|Sympathetic Magic VII&lt;br /&gt;
|You can now create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Link, and/or Puppetmaster on either one. If you make a third poppet, choose which of your previous poppets unravels.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IX'''&lt;br /&gt;
|Sympathetic Magic VIII&lt;br /&gt;
|You are always aware of the surface-level emotional state of the creatures whose likeness your poppets represent while within range of Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 10 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic X'''&lt;br /&gt;
|Sympathetic Magic IX&lt;br /&gt;
|When you use your Sympathetic Link or Puppetmaster ability, you may also make a magic attack against the creature’s ANT. On a hit, they are not magically aware that you caused the effect.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 20 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Collector&lt;br /&gt;
|Choose one poppet to be your Bound Soul. If you have a physical piece of the likeness that the Bound Soul poppet represents, such as hair or nail clippings, teeth, saliva, blood, etc., then using Sympathetic Link against this creature does not expend a use of your Sympathetic Link.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul II'''&lt;br /&gt;
|Bond Soul&lt;br /&gt;
|Gain the Sympathetic Tether ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Tether (1/Recoup).''' When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only 1⁄2 the SP. Sympathetic Link’s range increases to 100 miles for your Bound Soul poppet.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Puppetmaster'''&lt;br /&gt;
|Bond Soul II&lt;br /&gt;
|You always know the surface level thoughts and deeper emotions/desires of your Bound Soul poppet.&lt;br /&gt;
&lt;br /&gt;
Gain the Poppet Possession ability.&lt;br /&gt;
&lt;br /&gt;
* '''Poppet Possession (1/Rest).''' You may cast the [[Possession]] spell as a hex spell without spending SP. You cannot upcharge the spell when casting it in this way and can cast this spell regardless of distance provided that you are on the same plane of existence. When you use this ability, you may use your Sympathetic Magic X benefit to attempt to hide your magical presence.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' You may permanently possess the subject of your Bound Soul poppet provided they are ML 15 or lower or a willing ally. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you are not actively possessing them.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bond Soul&lt;br /&gt;
|You can have a number of poppets equal to 1⁄2 your AWR.&lt;br /&gt;
&lt;br /&gt;
Gain the Mass Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mass Hex (1/Recoup).''' When you cast a hex spell that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector II'''&lt;br /&gt;
|Collector&lt;br /&gt;
|You can have a number of poppets equal to your AWR. Mass Hex works on hex spells with an SPC of 20 or lower.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Collector'''&lt;br /&gt;
|Collector II&lt;br /&gt;
|You always know the surface level thoughts and surface desires of your poppets. Additionally, when the bonded creature of one of your poppets dies, you can retire the poppet. Doing so does not destroy the poppet and allows you to make a new poppet.&lt;br /&gt;
&lt;br /&gt;
Retired poppets look frayed and corrupted, and they contain the soul of the poppet’s likeness.&lt;br /&gt;
&lt;br /&gt;
Gain the Archive of Souls ability.&lt;br /&gt;
&lt;br /&gt;
* '''Archive of Souls (1/Recoup).''' You may commune with one retired poppet. The retired poppet retains all of its bonded creature’s formative memories and basic information that the creature would have known. The poppet’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired poppet might take multiple conversations or coercion. If a retired poppet is destroyed, its soul departs.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Now, if you destroy a retired poppet, the bonded creature’s soul is dispersed and it can never be resurrected. Casting Lesser Restoration or similar magic on a retired poppet will harmlessly detach the creature’s soul from the poppet, allowing it to pass on peacefully or to be resurrected.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fae Track ===&lt;br /&gt;
[[File:FaeTrack.png|center|frameless|412x412px|Fae Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic'''&lt;br /&gt;
|Witch Entry, Warden of the Primal &lt;br /&gt;
|Gain the Warp Step ability.&lt;br /&gt;
&lt;br /&gt;
* '''Warp Step (1/Recoup).''' You can cast the [[Warp Step]] occult spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Etalun''' &lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla’s Stride'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain the Wylla’s Stride ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wylla’s Stride (CHA/Rest).''' Ignore Difficult Terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaard’s Resistance'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|''Repeatable.'' Gain Resist +2 to one elemental damage type of your choice (cold, corrosive, fire, lightning, or toxic). If you take this talent multiple times, choose a new elemental type each time.&lt;br /&gt;
|''Witch, Fae, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Caliban’s Cackle'''&lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain the Caliban’s Cackle ability.&lt;br /&gt;
&lt;br /&gt;
* '''Caliban’s Cackle (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Shaken for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowess of Sekh'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the athleticism, acrobatics, or stamina tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen’s Blessing'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|Gain Resist Charmed +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic II'''&lt;br /&gt;
|Gaard’s Resistance or Rosen’s Blessing&lt;br /&gt;
|Gain the Mists of the Everwilds ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mists of the Everwilds (1/Rest).''' You can cast the [[Mists of the Everwilds]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk’s Keen Eyes'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain Darkvision +30 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart's Skin'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|When you are not wearing armor, your AR cannot be less than 13.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of Aeshir'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Gain the Wrath of Aeshir ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wrath of Aeshir (CHA/Recoup).''' When you deal elemental damage, add CHA to the damage.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck's Pernicious Pleasure'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|Gain the Puck’s Pernicious Pleasure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puck’s Pernicious Pleasure (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Charmed for 1 minute or until you or one of your allies damage it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Claws of Kleppar'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|Gain the Claws of Kleppar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Claws of Kleppar (CHA/Rest).''' Gain a climb speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Strack’s Stoicism'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Whenever making checks to resist extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic III'''&lt;br /&gt;
|Wrath of Aeshir or Strack’s Stoicism&lt;br /&gt;
|Gain the Polymorph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Polymorph (1/Rest).''' You can cast the [[Polymorph]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Daropmet''' &lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|You can never be Partially Surprised.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian’s Communion'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|When you Recoup and are in direct sunlight or touching a coniferous tree, then you gain Shield HP equal to your CHA.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri’s Explosion'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain the Yasheri’s Explosion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Yasheri’s Explosion (CHA/Rest).''' When you cast a primal spell that deals damage to multiple creatures and deals elemental damage, increase its cone or line by 10 ft or its radius by 5 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari’s Emotional Emancipation'''&lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Edmari’s Emotional Emancipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Edmari’s Emotional Emancipation (1/Rest).''' You can cast the Relaxing Presence primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gift of Gusper'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|Gain the Gift of Gusper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gift of Gusper (CHA/Rest).''' Gain a swim speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen’s Protection'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain Resist Necrotic +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic IV'''&lt;br /&gt;
|Yasheri’s Explosion or Wythen’s Protection&lt;br /&gt;
|Gain the Summon Monster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Summon Monster (1/Rest).''' You can cast the [[Summon Monster]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Letspina Conclave’s Perception'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog or heavy underbrush.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Conclave’s Passage'''&lt;br /&gt;
|Letspina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Pashak Conclave’s Passage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pashak Conclave’s Passage (CHA/Rest).''' When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ashyidir Conclave’s Affinity''' &lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain the Ashyidir Conclave’s Affinity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ashyidir Conclave’s Affinity (CHA/Rest).''' Choose one elemental damage type. Gain Affinity to that type for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Stravon Conclave’s Serenit'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Stravon Conclave’s Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stravon Conclave’s Serenity (1/Rest).''' You can cast Reorient primal invocation without it counting against the number of invocations you can cast in a day.&lt;br /&gt;
&lt;br /&gt;
If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Conclave's Splendor'''&lt;br /&gt;
|Letspina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Shibmar Conclave’s Splendor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shibmar Conclave’s Splendor (CHA/Rest).''' Sprout eagle wings and gain a fly speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vertumna Conclave’s Veneration'''&lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain Resist Frightened +3.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Friend of the Fae'''&lt;br /&gt;
|Ashyidir Conclave’s Affinity or Vertumna Conclave’s Veneration&lt;br /&gt;
|The fae sing your praises. Fae creatures tend to view you favorably and will generally look for nonviolent solutions to conflicts with you.&lt;br /&gt;
&lt;br /&gt;
You learn the [[Summon Fae]] primal spell if you did not already know it. It costs you 20 fewer SP to cast.&lt;br /&gt;
&lt;br /&gt;
Gain the Faefriend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Faefriend (1/Rest).''' When you cast Summon Fae, you may ignore rolling to determine the fae’s behavior and assume that it is friendly to you as though you succeeded on the roll and it failed.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a fae of ML 10 or lower.&lt;br /&gt;
|''Witch, Fae, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Familiar Track ===&lt;br /&gt;
[[File:FamiliarTrack.png|center|frameless|482x482px|Familiar Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talents&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|You can change your familiar’s form each time you Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evolution&lt;br /&gt;
|Gain the Flock of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flock of Familiars (2/Rest).''' You may summon a second familiar identical to your primary familiar for 10 minutes. Both familiars share a turn. On their turn, they can both take the move action. Alternatively, one familiar can take a different action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars II'''&lt;br /&gt;
|Flock of Familiars&lt;br /&gt;
|The second familiar summoned from Flock of Familiars lasts for 30 minutes.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flock of Familiars&lt;br /&gt;
|When you could change your familiar’s form, you can evolve your familiar instead of, or in addition to, changing its form by using the Evolution ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evolution (2/Rest).''' When you evolve your familiar, you can choose Evolve 1. The evolution that you choose lasts until you use it again or change your familiar’s form.&lt;br /&gt;
** '''Evolve 1:''' The familiar is one Size larger than it was previously. When larger, they gain a slight benefit:&lt;br /&gt;
*** '''''Crawling:''''' +1 to the damage reduced when defending you with Ward.&lt;br /&gt;
*** '''''Flying:''''' +5 ft to Help range. &lt;br /&gt;
*** '''''Hunting:''''' +1 to attack and damage with any attacks it has.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution II'''&lt;br /&gt;
|Evolution&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 2.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 2:''' The familiar is two Sizes larger. Familiars that are two Sizes larger gain the benefits below:&lt;br /&gt;
** '''''Crawling:''''' +2 to the damage reduced when defending you with Ward.&lt;br /&gt;
** '''''Flying:''''' +10 ft to Help range.&lt;br /&gt;
** '''''Hunting:''''' +1 to attack and damage with any attacks it has, and the damage die size of its attacks each increase by +1 (e.g., from 1d4 to 1d6).&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement'''&lt;br /&gt;
|Familiar 3&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” prerequisites; you learn that selection. Gain the Enhance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enhance (2/Rest).''' By spending 3 AP on your primary familiar as though summoning it, you may give it that enhancement for the next hour, provided it is the right kind of familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
| '''Flock of Familiars III'''&lt;br /&gt;
|Familiar Enhancement, Flock of Familiars II&lt;br /&gt;
|When you use Enhance and have Flock of Familiars active, apply the enhancement to all of your familiars of the same type as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  IV'''&lt;br /&gt;
|Flock of Familiars III&lt;br /&gt;
|On your familiars’ turn, they can both take one action. This can be the same action or different actions.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  V'''&lt;br /&gt;
|Flock of Familiars IV&lt;br /&gt;
|Flock of Familiars becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution III'''&lt;br /&gt;
|Familiar Enhancement, Evolution II&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 3.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 3:''' The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as mounts with 1 MCAP.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IV'''&lt;br /&gt;
|Evolution III&lt;br /&gt;
|When used as a mount, your familiar now has 2 MCAP and grants you one MCAP option based on its type:&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling: Fangs (1/Round).''''' 1 MCAP; ''Reach 5 ft Natural Weapon.'' +DEX vs FORT. '''Hit:''' 1d6 toxic.&lt;br /&gt;
* '''''Flying: Clutch (1/Round).''''' 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to its speed.&lt;br /&gt;
* '''''Hunting: Roar (1/Round).''''' 1 MCAP; ''Ranged 30 ft Natural Weapon.'' +AWR vs WILL. '''Hit:''' Target is Shaken until the end of their next turn.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution V'''&lt;br /&gt;
|Evolution IV&lt;br /&gt;
|Evolution becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement II'''&lt;br /&gt;
|Familiar 7&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” or “Enhancement II” prerequisites; you learn that selection.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply one or both selections, provided it is the right kind of familiar. Enhance becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VI'''&lt;br /&gt;
|Familiar Enhancement II, Flock of Familiars V&lt;br /&gt;
|When you summon a second familiar, it no longer needs to be the same kind as the first. It can be Crawling, Flying, or Hunting.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VII'''&lt;br /&gt;
|Flock of Familiars VI&lt;br /&gt;
|When using Enhance, you can apply any enhancements that you know to all familiars of the appropriate type that you control, even if they are not the same type of familiar as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VIII'''&lt;br /&gt;
|Flock of Familiars VII&lt;br /&gt;
|Gain the Throng ability.&lt;br /&gt;
&lt;br /&gt;
* '''Throng (2/Rest).''' When using Flock of Familiars, you may summon a third familiar identical to your primary one for 30 minutes. It shares a turn with your other familiars. While you have 3 familiars active, on their turns they may all move or two of them can take any action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VI'''&lt;br /&gt;
|Familiar Enhancement II, Evolution V&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 4.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 4:''' The familiar is four Sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options:&lt;br /&gt;
** '''''Crawling:''''' Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn.&lt;br /&gt;
** '''''Flying:''''' Clutch allows the familiar to pick up and move two willing creatures, but this costs 2 MCAP.&lt;br /&gt;
** '''''Hunting:''''' Roar causes the Frightened condition for the duration.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VII'''&lt;br /&gt;
|Evolution VI&lt;br /&gt;
|Gain the Strengthen Familiar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Strengthen Familiar (2/Rest).''' When you Evolve a familiar, you can increase one of its attributes by +3, one by +2, and one by +1.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VIII'''&lt;br /&gt;
|Evolution VII&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement III'''&lt;br /&gt;
|Familiar 11&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply any number of unique enhancements, provided it is the right kind of familiar.&lt;br /&gt;
&lt;br /&gt;
Enhance becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars IX'''&lt;br /&gt;
|Familiar Enhancement III, Flock of Familiars VIII&lt;br /&gt;
|Your third familiar need not be the same type as primary anymore and can be Crawling, Flying, or Hunting. When your familiars act, all three of them may take one action of their choice.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars X'''&lt;br /&gt;
|Flock of Familiars IX&lt;br /&gt;
|Your familiars summoned with the Flock of Familiars ability last for 1 hour. Each time you use Flock of Familiars, you can summon a third familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flurry of Familiars'''&lt;br /&gt;
|Flock of Familiars X&lt;br /&gt;
|You gain renown as having lots of animal companions. In most settlements, children remember you and love you for having so many pets and being rather eclectic. Domestic animals tend to act strange around you, either acting nervous or seeming overly friendly.&lt;br /&gt;
&lt;br /&gt;
Gain the Flurry of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flurry of Familiars (1/Recoup).''' When all three of your familiars are active and within 20 ft of one another, you may spend 3 AP to turn them into a creature with the swarm tag of ML 6 or lower. The swarm lasts for 10 minutes or until defeated. At the end of the swarm’s duration, the three familiars reappear. This counts towards the length of time they can remain active.&lt;br /&gt;
* '''''Level 30:''''' All three of your familiars are now permanently summoned.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IX'''&lt;br /&gt;
|Familiar Enhancement III, Evolution VIII&lt;br /&gt;
|Strengthen Familiar becomes 2/Recoup and increase one Attribute by +4, one by +2, and two Attributes by +1 each.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution X'''&lt;br /&gt;
|Evolution IX&lt;br /&gt;
|You can change your Familiar’s form every time you Catch your Breath. Furthermore, your Enhance has no recharge and you can use it indefinitely.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apex Evolution'''&lt;br /&gt;
|Evolution X&lt;br /&gt;
|Your bond with your familiar transcends the normal bonds of magic. Your familiar is able to intuit what you want it to do, allowing it to change its form even in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
Learn two additional Familiar Enhancements. Once on each of your turns, you may spend 1 AP to change your Familiar’s Form and/or reassign Enhancements. You can Evolve your familiar any number of times and can Evolve your familiar each time you change its form using this feature.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your familiar gains independence from your magical energy and will live on for generations after you are gone as a manifestation of raw magical energy. Bonding with this creature takes 30 Essence for another being as if it were a magical item, and the familiar only bonds with a new creature if it deems the creature worthy.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiar Enhancements ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Flighty''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Flying Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowl''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Hunting Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Scuttle''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Crawling Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|As part of the Pounce action, your Hunting Familiar can move 5 ft immediately before making the attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Talons''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Flying Familiar gains a Talon attack.&lt;br /&gt;
&lt;br /&gt;
'''''Talons (1/Turn).''''' ''Reach 5 ft Natural Weapon''. +DEX vs AR. '''Hit:''' 1d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Underfoot''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Crawling Familiar gains a special attack.&lt;br /&gt;
&lt;br /&gt;
'''''Tangle.''''' ''Reach 5 ft Natural Weapon.'' +DEX vs REF. '''Hit:''' Knock the creature Prone if it is no more than 2 Sizes larger than the familiar.&lt;br /&gt;
|-&lt;br /&gt;
|'''Carapace''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|The Ward action reduces damage by +1d4.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|Your familiar gains +5 to Perceiving and Tracking and has 60 ft of Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce II''' &lt;br /&gt;
|Enhancement II, Great Pounce &lt;br /&gt;
|If you hit with a Great Pounce, knock the target Prone if it is Gargantuan or smaller.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagan Attunement Track ===&lt;br /&gt;
[[File:PaganAttunementTrack.png|center|frameless|428x428px|Pagan Attunement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Pick one environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Gain the Pagan Attunement ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pagan Attunement.''' When you finish Taking a Rest, attune to one environment. When you Recoup in an environment to which you are attuned, you gain its relevant benefit.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement II'''&lt;br /&gt;
|Pagan Attunement&lt;br /&gt;
|Pick a second environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement III'''&lt;br /&gt;
|Pagan Attunement II&lt;br /&gt;
|Pick a third environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Pagan Attunement becomes: When you complete Taking a Rest, attune to two environments. Whenever you Recoup in either of those environments, gain its benefit. If you are in an environment that might activate multiple abilities (such as a coastal jungle or a snowy mountain), you nevertheless only get one benefit of your choosing.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement IV'''&lt;br /&gt;
|Pagan Attunement III&lt;br /&gt;
|''Repeatable.'' Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement V'''&lt;br /&gt;
|Pagan Attunement IV&lt;br /&gt;
|Gain the Hasty Communion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hasty Communion (1/Rest).''' When you Catch your Breath, you may gain the benefit of one of your environments that you are attuned to if you are in that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VI'''&lt;br /&gt;
|Pagan Attunement V&lt;br /&gt;
|When you Recoup in an environment that could be considered two or more environments, you gain the benefits of both relevant environments if you are attuned to both.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VII'''&lt;br /&gt;
|Pagan Attunement VI&lt;br /&gt;
|Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
You no longer need to pick two environments at the end of Taking a Rest; you can benefit from any environment to which you are attuned, but can still only gain a maximum of two environmental benefits at once.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement  VIII'''&lt;br /&gt;
|Pagan Attunement VII&lt;br /&gt;
|Choose one environment for which you already have attunement. This choice is permanent. Gain the Ultimate&lt;br /&gt;
&lt;br /&gt;
Attunement ability for that environment.&lt;br /&gt;
&lt;br /&gt;
* '''Ultimate Attunement (1/Rest).''' When you gain its attunement benefit, double all numeric values in that ability.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Environment List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Environment&lt;br /&gt;
!Benefit from Recouping&lt;br /&gt;
|-&lt;br /&gt;
|'''Aquatic'''&lt;br /&gt;
|You gain Shield HP equal to your number of Witch talents.&lt;br /&gt;
|-&lt;br /&gt;
|'''Coastal'''&lt;br /&gt;
|For the next 2 hours, you gain a swim speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Desert'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from heat exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forest'''&lt;br /&gt;
|Your ANT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal ANT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grassland'''&lt;br /&gt;
|For the next hour, your speed increases by +5 ft while in combat.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jungle'''&lt;br /&gt;
|Your FORT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal FORT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountain'''&lt;br /&gt;
|For the next 4 hours, standing from Prone costs you 0 AP, and when you take falling damage, reduce that damage by 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|'''Subterranean'''&lt;br /&gt;
|For the next 2 hours, gain a climb speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Swamp'''&lt;br /&gt;
|For the next 4 hours, gain Resist Toxic +5 and Resist Corrosive +5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tundra'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from cold exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Volcanic'''&lt;br /&gt;
|For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Witch's Brew Track ===&lt;br /&gt;
[[File:WitchsBrewTrack.png|center|frameless|454x454px|Witch's Brew Tack Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Gain the Witch’s Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Witch’s Brew (1/Rest).''' When you Take a Rest, brew two potions of your own making. Pick two spells (or pick the same spell twice) from the Primal Source that have both the altering and the intrinsic tags. These spells cannot be higher than 15 SP and you cannot upcharge them when using this feature.&lt;br /&gt;
&lt;br /&gt;
These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”&lt;br /&gt;
&lt;br /&gt;
These potions become impotent after 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent'''&lt;br /&gt;
|Witch’s Brew&lt;br /&gt;
|Gain the Reagent ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reagent (1/Week).''' When you brew a potion, you may count it as being upcharged one time. This potion is considered a Reagent and only becomes impotent after 1 week.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew II'''&lt;br /&gt;
|Reagent&lt;br /&gt;
|The number of potions you can brew is equal to 1⁄2 your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the charm tag as Witch’s Brews, following standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality'''&lt;br /&gt;
|Potion&lt;br /&gt;
|Gain the Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vitality.''' When you brew potions, you may imbue one potion with Vitality. That potion also grants 1d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. This potion is considered a Poison. These follow standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote'''&lt;br /&gt;
|Poison&lt;br /&gt;
|Gain the Antidote ability.&lt;br /&gt;
&lt;br /&gt;
* '''Antidote.''' When you brew potions, you may designate one potion as an Antidote. Instead of gaining the normal effects of a potion, consuming an Antidote immediately ends the effects of one of your other potions. When you brew an Antidote, you must choose which potion the Antidote cancels. It is potent for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew III'''&lt;br /&gt;
|Vitality or Antidote&lt;br /&gt;
|The number of potions you can brew is equal to your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent II'''&lt;br /&gt;
|Witch’s Brew III&lt;br /&gt;
|Your Reagent ability allows you to brew one additional Reagent.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew IV'''&lt;br /&gt;
|Reagent II&lt;br /&gt;
|Your potions now become impotent after 48 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion II'''&lt;br /&gt;
|Witch’s Brew IV, Potion&lt;br /&gt;
|Gain the Hearty Stew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Stew (1/Rest).''' Choose one potion you brew, count it as being upcharged one time if a spell, or cast at Occult 7 if a chant.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality II'''&lt;br /&gt;
|Potion II&lt;br /&gt;
|The Witch’s Brew you brew with Vitality now grants 2d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison II'''&lt;br /&gt;
|Witch’s Brew IV, Poison&lt;br /&gt;
|When a creature drinks a Poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote II'''&lt;br /&gt;
|Poison II&lt;br /&gt;
|Each time you brew potions, also make one Antidote.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew V'''&lt;br /&gt;
|Vitality II or Antidote II&lt;br /&gt;
|Gain the Overflowing Cauldron ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overflowing Cauldron (1/Week).''' You can make a number of potions equal to your Witch level in place of the normal number of Brews.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Improvised Brew&lt;br /&gt;
|Each time you use Witch’s Brew, choose one primal or occult spell or chant that you can turn into a potion. Produce two additional unmodified potions of that choice.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew II'''&lt;br /&gt;
|Signature Brew&lt;br /&gt;
|Your Signature Brews are each upcharged one time if spells, or cast at Occult 7 if chants.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Signature Brew&lt;br /&gt;
|Gain the Improvised Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Brew (1/Rest).''' When you Recoup, you may re-brew one of your potions, turning it into a different potion.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew II'''&lt;br /&gt;
|Improvised Brew&lt;br /&gt;
|You can use Improvised Brew whenever you Recoup.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent III'''&lt;br /&gt;
|Witch’s Brew 13&lt;br /&gt;
|Your Reagent ability allows you to make a number of reagents equal to 1⁄2 your INT.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadly Poison'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Deadly Poison ability.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Poison (1/Week).''' You can make a deadly poison that models the effects of an occult ritual with the curse tag or a disease that is common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30, then the poison fails. If you succeed, then the poison is potent for 48 hours.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once a week, you create one dose of the Perfect Poison. This Perfect Poison does not expire, and imbibing this poison kills a creature that has under 100 HP. If a creature has more than 100 HP, it becomes Helpless for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Font of Potions'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a prolific brewer of myriad potions.&lt;br /&gt;
&lt;br /&gt;
All of your potions now have a 1 month potency.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your potions no longer expire.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Brew'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a brewer of miraculous cures. Politicians, kings, and scholars would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Miracle Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''''Miracle Brew (1/Week).''''' You can make a miracle brew that has the effects of up to three of your Witch’s Brew options, one of which can be considered upcharged one time. It also cures nonmagical poisons and diseases that are common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30 then the spell fails. If you succeed, then the potion is potent for 48 hours.&lt;br /&gt;
* '''''Level 30:''''' Your Miracle Brew no longer expires.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Aranea2.png|thumb|373x373px]]&lt;br /&gt;
&lt;br /&gt;
=== Aranea Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arachnid Familiar'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Your familiar aesthetically looks like a spider regardless of its current form, using silk threads to float on the wind if it is a flying familiar.&lt;br /&gt;
Regardless of its form, it gains a special attack that it can make using its 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Web Spit (1/Recoup):''''' ''Ranged 20 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' Target is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END. The webbing remains on that 5 ft area after the creature is no longer Suppressed. It is Difficult Terrain and is highly flammable. It disintegrates after 10 minutes.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Web Weaver'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|As your affinity with the strange powers of arachnids deepens, you may spend SP to cast lines or nets of webbing.&lt;br /&gt;
Gain the following unique spell. This counts as an occult or primal spell for you depending on the source you chose for&lt;br /&gt;
&lt;br /&gt;
Witch Magic.&lt;br /&gt;
&lt;br /&gt;
'''Aranea's Web'''&lt;br /&gt;
&lt;br /&gt;
''Occult or Primal Spell, Altering, Nature''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 2&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 4&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Special&lt;br /&gt;
&lt;br /&gt;
'''Requires:''' Gesture, Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 10 minutes&lt;br /&gt;
&lt;br /&gt;
The webbing is a 20 ft line originating from you, or a 5 ft radius centered on a point within 40 ft of you.&lt;br /&gt;
&lt;br /&gt;
The webbing is Difficult Terrain. A creature may make a DEX check to ignore Difficult Terrain created by a line by beating a DC of 10 + your END. If they succeed, they are unhindered; if they fail, they fall Prone and lose the rest of their movement from their current action.&lt;br /&gt;
&lt;br /&gt;
When you create a net of webbing, you may make a magic attack against the ANT of each creature in the radius.&lt;br /&gt;
&lt;br /&gt;
On a hit, the creature is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END.&lt;br /&gt;
&lt;br /&gt;
All webbing created by this spell is highly flammable. It dissolves after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +4 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Spider Swarm'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|Gain the Spider Swarm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spider Swarm (1/Recoup).''' For 4 AP, you may cause a swarm of diminutive spiders to wriggle around you in a 10 ft radius. This area is Difficult Terrain for creatures hostile to you. When you crit against a hostile creature in this area, it falls Prone. This swarm lasts for up to 10 minutes, but you can end it at any time for 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Eight Eyes'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you Recoup, you may choose to manifest six more beady black or red eyes on your face. This causes you to suffer a -4 penalty to all Influence skill checks besides Intimidating, but you gain a +4 bonus to all Observation skill checks. You do not suffer TD when targeting a Concealed creature.&lt;br /&gt;
When you Recoup and have this ability active, you may choose to end it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Silk Rope'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you finish Taking a Rest, you may produce 50 ft of silk rope. This rope is strong enough to support any Large or smaller creature. Rope made in this way dissolves after 24 hours.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Greater Arachnid Familiar'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|Your arachnid familiar is unusually strong for a witch familiar. Choose two familiar forms out of flying, crawling, or hunting. Your familiar gains the skills, features, and actions of both selections, and uses the attributes of one of the selections of your choice.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Wall Walker'''&lt;br /&gt;
|Aranea I: Any&lt;br /&gt;
|You gain a climb speed equal to your walking speed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Clinging Silk'''&lt;br /&gt;
|Aranea I: Silk Rope&lt;br /&gt;
|Silk rope that you have made using your Silk Rope talent has a strong adhesive property that you may activate, securely affixing it to a surface that you touch. The rope cannot be removed from such a surface, and it dissolves 1 hour after you adhere it to a surface.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Deadly Swarm'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Spider Swarm&lt;br /&gt;
|When you activate your Spider Swarm, choose one of the following abilities, which remains active for the duration of your swarm. &lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' Hostile creatures in the radius of the swarm have Vulnerable Toxic +1 unless they have Immune Toxic.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Demoralized.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Thousands of spiders cluster up beneath you, elevating you. You ignore Difficult Terrain and Hazardous Terrain that is not the result of a dangerous liquid.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Night Eyes'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Eight Eyes&lt;br /&gt;
|While your Eight Eyes ability is active, you gain +30 ft Darkvision.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Greater Web Weaver'''&lt;br /&gt;
|Aranea II: Any&lt;br /&gt;
|You may use your Web Weaver spell vertically, spreading the radius of your net over an opening or along a wall provided that there are at least two surfaces for the web to stick to. You may climb webbing secured in such a fashion.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Hypnotic Eyes'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|You gain the Hypnotic Eyes ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hypnotic Eyes (1/Catch Breath).''' For 3 AP, make a CHA attack against the WILL of a creature within 30 ft of you. On a hit, that creature is Charmed by you until the end of your next turn. While Charmed in this way, the creature is also Suppressed. You may spend 1 AP on each of your turns to maintain eye contact and extend this effect by 1 round.The creature cannot willingly avert its eyes, but if eye contact is broken by a barrier that would offer Cover or otherwise obstructs your eye contact, the effect ends. One of the creature’s allies may spend 4 AP to blindfold the creature and shake it out of its daze, ending the effect. &lt;br /&gt;
&lt;br /&gt;
If you miss the initial attack, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Fearful Gaze'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|Gain the Fearful Gaze ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fearful Gaze (1/Catch Breath).''' For 3 AP make a CHA attack against the WILL of a creature within 40 ft of you. On a hit, the creature is Broken until the end of your next turn. If you miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Websense'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|While within 5 ft of your webbing created by Aranea’s Web, you are aware of the exact location of any creature also within 5 ft of your webs provided that you can trace an unbroken line of web between you. If you are aware of an Unseen creature in this way, treat them as if they do not have this condition.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Cascading Swarm'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Deadly Swarm&lt;br /&gt;
|When you activate your Spider Swarm ability, you may also summon a [[Swarm of Spiders]] in an unoccupied space within 10 ft of you. It acts immediately after you in Initiative and follows your mental commands. The swarm remains until you use this ability again or spend 1 AP to dismiss it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Ceiling Walker'''&lt;br /&gt;
|Aranea IV: Any, Aranea II: Wall Walker&lt;br /&gt;
|You may effortlessly walk on upside-down surfaces such as ceilings.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Grand Web Weaver'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Greater Web Weaver&lt;br /&gt;
|Your Aranea's Web upcharge feature improves. It becomes:&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +2 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Charming Eyes'''&lt;br /&gt;
|Aranea V: Any, Aranea IV: Hypnotic Eyes&lt;br /&gt;
|A creature that is Charmed by your Hypnotic Eyes ability is also Demoralized. Hypnotic Eyes becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Unnerving Gaze'''&lt;br /&gt;
|Aranea V; Any, Aranea IV: Fearful Gaze&lt;br /&gt;
|When a creature was Broken by your Fearful Gaze ability, even after the effects wear off, they remain Frightened of you for an additional 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Web Walker'''&lt;br /&gt;
|Aranea V: Any&lt;br /&gt;
|You gain +10 ft speed when moving exclusively along spaces occupied by webbing that you have created from any of your Aranea talents.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Grand Arachnid Familiar'''&lt;br /&gt;
|Aranea VI: Any, Aranea III: Greater Arachnid Familiar&lt;br /&gt;
|Regardless of your familiar's form, it gains a Bite attack that it can use once on each of its turns by spending 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' ''Reach 5 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage +2 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Venomous Fangs'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|You gain a Bite attack.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +DEX vs. AR '''Hit:''' 1d4+DEX sharp and 1d4 toxic damage.&lt;br /&gt;
&lt;br /&gt;
If you already had a bite attack, add +1d4 toxic damage to your standard damage with your bite.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Exoskeleton'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|Reduce your Endurance threshold by 1, as though your END were 3 fewer than it is. When taking this talent you must recalculate your max HP based on the new threshold.&lt;br /&gt;
When you are not wearing armor, increase your AR and physical defenses by +3.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enthralling Eyes'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Charming Eyes&lt;br /&gt;
|Gain the Enthralling Eyes ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enthralling Eyes (2/Rest).''' When you hit a creature with Hypnotic Eyes, you may choose to forego the normal effects of Hypnotic Eyes. Instead, the creature is Enthralled by you for 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enduring Fear'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Unnerving Gaze&lt;br /&gt;
|Gain the Enduring Fear ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enduring Fear (2/Rest).'''  When you hit a creature with Fearful Gaze, you may make it Phobic of spiders. It may make a CHA check against a DC of 10 + your magic attribute each time it finishes Taking a Rest, ending the Phobic condition on a successful check.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Clinging Webbing'''&lt;br /&gt;
|Aranea VII: Any&lt;br /&gt;
|Creatures Suppressed by your Aranea’s Web spell are also Demoralized and Shaken.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Grand Swarm'''&lt;br /&gt;
|Aranea VIII: Any, Aranea V: Cascading Swarm&lt;br /&gt;
|Gain the Grand Swarm ability. &lt;br /&gt;
&lt;br /&gt;
* '''Grant Swarm (1/Rest).''' When you activate your Spider Swarm, you may choose for it to be a 20 ft radius.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Deadly Fangs'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Venomous Fangs&lt;br /&gt;
|When you hit a creature with your Bite attack, the creature gains Vulnerable Damage +1 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Greater Exoskeleton'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Exoskeleton&lt;br /&gt;
|&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Supreme Arachnid Familiar'''&lt;br /&gt;
|Aranea IX: Any, Aranea VII: Grand Arachnid Familiar&lt;br /&gt;
|Your familiar gains +6 to (DEX) Sneaking and (AWR) Perceiving checks. The Bite attack from the Grand Arachnid Familiar talent becomes: '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage 3 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Marionette'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|Gain the Aranea's Marionette ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aranea's Marionette (CHA/Rest).''' For 4 AP, make an END attack against the WILL of a creature within 40 ft of you. On a hit, deal 1d8 psychic damage, and create ethereal strands of silk connecting you to the target creature. For the next 1 minute, at the start of each of the target creature’s turns, you may spend 2 Reactive AP to take its first action. You cannot force the creature to expend its rechargeable abilities, but might dictate which direction it moves or force it to make an attack against one of its allies. On a miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Spider Senses'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|You cannot be Completely Surprised, even while sleeping. Any time you would be Completely Surprised, you are Partially Surprised instead, and any time you would be Partially Surprised, you are not Surprised.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Supreme Swarm'''&lt;br /&gt;
|Aranea X: Any, Aranea IX: Grand Swarm&lt;br /&gt;
|When you activate your Spider Swarm, the additional ability you choose gains another effect, which remains active for the duration of your swarm.&lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' The radius is Hazardous Terrain (1d2 toxic) to hostile creatures.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Shaken.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Spiders bunch up beneath you, elevating you. You ignore all Hazardous Terrain. Furthermore, as your spiders cluster underneath you, they may elevate you anywhere between 1 ft and 20 ft above the ground. Changing your elevation requires 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Paralyzing Terror'''&lt;br /&gt;
|Aranea X: Any, Aranea VIII: Enduring Fear&lt;br /&gt;
|Gain the Paralyzing Terror ability. &lt;br /&gt;
&lt;br /&gt;
* '''Paralyzing Terror (1/Rest).'''  While a creature is Frightened as a result of your Fearful Gaze ability, you may choose for it to also become Paralyzed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Arachnid Avatar'''&lt;br /&gt;
|Aranea X: Any&lt;br /&gt;
|You gain the following ability: Arachnid Avatar.&lt;br /&gt;
&lt;br /&gt;
* '''Arachnid Avatar (2/Catch Breath).''' For 4 AP, you may transform your body into that of an enormous arachnid. Your face remains identifiable as you, although you gain eight eyes and grotesque fangs while you are in this form (the eyes and fangs offer no mechanical benefit unless you have talents that grant them).&lt;br /&gt;
&lt;br /&gt;
While in this form, you retain your attributes, skill points, talents, spell points, and magic. You lose any weapon attacks that you had, except for natural weapons. You gain the features, actions, and reactive actions of a [[Dire Spider|Dire Spider.]] &lt;br /&gt;
&lt;br /&gt;
Moving costs 1 AP, your Fangs and Pursue actions cost 2 AP, and your Webspit action costs 3 AP.&lt;br /&gt;
&lt;br /&gt;
Once reduced to 0 HP in this form, you revert to your normal form at your previous HP, taking any excess damage that caused you to revert. You may also spend 1 AP on your turn to manually revert.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talent Weave'''&lt;br /&gt;
|Aranea 13&lt;br /&gt;
|&lt;br /&gt;
* '''(1/Week)''' You may reselect which Aranea talents you know, but must still know Arachnid Familiar, Web Weaver, and Talent Weave.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unbreakable Webbing'''&lt;br /&gt;
|Talent Weave&lt;br /&gt;
|Webbing created from your Aranea’s Web spell now dissolves after 24 hours. Furthermore, for 1 AP on each of your turns, you may make a magic attack against the ANT of a creature within 5 ft of your webs. On a hit, the creature is Restrained, and must overcome a DC of 10 + your magic attribute to escape this restraint. It is considered Suppressed by the spell while Restrained in this way.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Aranea's Web now has a base SPC of 0.&lt;br /&gt;
|''Witch, Aranea, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14090</id>
		<title>Witch</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14090"/>
		<updated>2025-10-30T20:10:45Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Kettek Witch.png|thumb|yla Greoghal, potions brewer]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Secrets wait to be embraced in the whispers of primeval spirits. Curiosity never hurt anyone brave enough to go looking. So long as I draw breath and have strength to explore, I will ever look to deepen my understanding of things within our world and things beyond.&amp;quot; - [[Lyla Greoghal]], potions brewer&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Signs that you were somehow different began at an early age. Animals and plants might behave strangely around you, either shying away or seeking to embrace you. Odd weather phenomena seem to follow you about, though perhaps this is coincidence. Whatever the case, the adults in your community noticed these strange behaviors. In your adolescence you felt a growing connection with the dark and strange side of nature, leading you to look for answers on your own. When a coven of witches found you and invited you into their ranks, you began to truly master your powers.&lt;br /&gt;
&lt;br /&gt;
Witches often have many hobbies and one or two crafts that they pursue to perfection. What are you most interested in, and what do you fiddle with in your spare time? Does the ephemeral quality of music fascinate you, or are you more inclined to get your hands dirty making pottery or whittling toys? Are you more interested in brewing potions or training your familiar to achieve its maximum potential?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;'''Witch Class Tracks'''&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Witch#Dark Hex Track|'''Dark Hex'''.]] Curate a collection of poppets and cast sympathetic magic on them to extend your range of knowledge and power.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Fae Track|Fae.]]''' By communing with the six conclaves of the Everwilds, you gain the power of the fae.&lt;br /&gt;
&lt;br /&gt;
[[Witch#Familiar Track|'''Familiar'''.]] Enhance your familiar, or summon a pack or flock of familiars.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Pagan Attunement Track|Pagan Attunement]]'''. You are one with the natural world and can draw power from the soil itself through ritual and meditation.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Witch's Brew Track|Witch’s Brew.]]''' By mixing strange ingredients, you can create a variety of unique potions for your allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Aranea Track|Aranea]].''' ''Harker's Guide to Vampire Hunting.'' Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Witch Entry Talent ===&lt;br /&gt;
After gaining the Witch Entry talent, you can take talents from any of the Witch subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Dark Presence.''' Gain the Dark Presence ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 SP. You may use this ability as many times as you would like.&lt;br /&gt;
&lt;br /&gt;
'''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action.&lt;br /&gt;
&lt;br /&gt;
You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you.&lt;br /&gt;
&lt;br /&gt;
Familiars are corporeal fae spirits that cannot be attacked or damaged.&lt;br /&gt;
&lt;br /&gt;
You can command your familiar to take more actions by spending 1 AP per additional action your familiar takes.&lt;br /&gt;
&lt;br /&gt;
Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form when you Take a Rest. Regardless of its form, you always use one of the three stat blocks: Crawling Familiar, Flying Familiar, or Hunting Familiar.&lt;br /&gt;
&lt;br /&gt;
'''Witch Magic.''' Choose one: Occult or Primal.&lt;br /&gt;
&lt;br /&gt;
If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
Whichever you choose, END is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Witch Power.''' Each time you level up and spend your Talent Point on a Witch talent, you gain +5 SP and +1 Power in the source you chose.&lt;br /&gt;
&lt;br /&gt;
|''Witch, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiars ====&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Crawling Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft, Climb 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Frightening.''' When your familiar is within 5 ft of you, you gain Intimidating +4.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ward.''' If your familiar is within 5 ft of you, it protectively crouches nearby. The next time you take damage from another creature before the start of your next turn (provided that you are still within 5 ft of your familiar), reduce the damage by 1d4 + your number of Witch talents. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Flying Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |'''Skills''' (AWR) Perceiving +3, Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spook (1/Catch Breath).''' ''Ranged 30 ft Magical Attack.'' + Your END vs WILL. '''Hit:''' The creature is Frightened of your familiar for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hunting Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (DEX) Sneaking +3; (AWR) Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pounce (1/Round).''' ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 1d4+2 sharp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Hex Track ===&lt;br /&gt;
[[File:DarkHexTrack.png|center|frameless|478x478px|Dark Hex Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Magic'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|''Repeatable.'' Each time you take this talent, choose two spells, invocations, or rituals from the Hex list. Note that you must meet certain prerequisite Witch levels in order to gain some spells.&lt;br /&gt;
For you, these spells count as the Source that you chose from your Witch Magic benefit (either primal or occult).&lt;br /&gt;
&lt;br /&gt;
If there is a spell on the Hex list that you already know or learn through other means, you may still consider it a hex spell but do not have to. You cannot upcharge hex spells without additional talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Hex List&lt;br /&gt;
!Witch Level&lt;br /&gt;
!Hex Spells&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
* [[Charm Person]] (psionic)&lt;br /&gt;
* [[Commandment]] (divine),&lt;br /&gt;
* [[Creeping Fear]] (primal)&lt;br /&gt;
* [[Decay]] (arcane)&lt;br /&gt;
* [[Flay]] (arcane)&lt;br /&gt;
* [[Hex Of Hemophilia|Hex of Hemophilia]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
* [[Hex of Lethargy]] (occult)&lt;br /&gt;
* [[Hex of Terror]] (occult)&lt;br /&gt;
* [[Silence]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
* [[Demoralize]] (divine)&lt;br /&gt;
* [[Detect Thoughts]] (divine)&lt;br /&gt;
* [[Terror]] (primal)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
* [[Babble]] (occult)&lt;br /&gt;
* [[Curse of Trembling]] (occult)&lt;br /&gt;
* [[Haunt]] (psionic)&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
* [[Clot]] (occult)&lt;br /&gt;
* [[Curse of Withering]] (occult)&lt;br /&gt;
* [[Dark Smile]] (occult)&lt;br /&gt;
* [[Dominate Person]] (psionic)&lt;br /&gt;
* [[Ecstasy]] (primal)&lt;br /&gt;
* [[Fracture]] (occult)&lt;br /&gt;
* [[Modify Memory]] (psionic)&lt;br /&gt;
* [[Paranoia]] (psionic)&lt;br /&gt;
|}&lt;br /&gt;
|''Witch, Dark Hex, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Greater Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Greater Hex (2/Rest).''' You may cast a hex spell as though you upcharged it one time, without spending additional SP.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex'''&lt;br /&gt;
|Greater Hex&lt;br /&gt;
|Gain the Innate Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Innate Hex (2/Rest).''' You may cast a hex spell without meeting Verbal, Visual, or Gesture requirements. You must still meet Line of Sight or Line of Effect requirements.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex II'''&lt;br /&gt;
|Innate Hex&lt;br /&gt;
|Greater Hex becomes AWR/Rest.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex II'''&lt;br /&gt;
|Greater Hex II&lt;br /&gt;
|Innate Hex becomes 2/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex III'''&lt;br /&gt;
|Innate Hex II&lt;br /&gt;
|Innate Hex becomes AWR/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Enchantment'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Dark Enchantment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Dark Enchantment (1/Rest).''' Spend 2 AP to designate a target that you can see. For the next minute, gain +2 TA on rolls made with hex spells against that target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic'''&lt;br /&gt;
|Dark Enchantment&lt;br /&gt;
|Choose one creature with whom you are familiar (having spent at least 10 minutes in conversation).&lt;br /&gt;
&lt;br /&gt;
By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature. You may create a poppet of any willing ally or of a creature if its ML is equal to or less than your Witch level. You may only make one poppet. If you make a second one, the first one unravels immediately.&lt;br /&gt;
&lt;br /&gt;
Gain the Sense Likeness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Likeness.''' By spending 1 minute touching the poppet and staying completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic II'''&lt;br /&gt;
|Sympathetic Magic&lt;br /&gt;
|When you use your Sense Likeness ability, you may choose for the effect to last for 10 minutes. Furthermore, you may see and hear through your poppet’s senses for the duration. If you do, make a magic attack against their ANT. On a hit, they are unaware that you are doing this; on a miss, they know.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic III'''&lt;br /&gt;
|Sympathetic Magic II&lt;br /&gt;
|When you use your Dark Enchantment ability, you do not expend a use of the ability if you have a poppet of the target creature.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IV'''&lt;br /&gt;
|Sympathetic Magic III&lt;br /&gt;
|Gain the Sympathetic Link ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Link (AWR/Rest).''' You may cast hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic V'''&lt;br /&gt;
|Sympathetic Magic IV&lt;br /&gt;
|When you use your Sympathetic Link ability, you may also impose Dark Enchantment on your target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VI'''&lt;br /&gt;
|Sympathetic Magic V&lt;br /&gt;
|Gain the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puppetmaster.''' When using your Sense Likeness ability, you may make a magic attack against the target’s WILL. On a hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute and the target is aware that you are the caster.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VII'''&lt;br /&gt;
|Sympathetic Magic VI&lt;br /&gt;
|When you use your Sympathetic Link ability and cast a hex spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 5 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VIII'''&lt;br /&gt;
|Sympathetic Magic VII&lt;br /&gt;
|You can now create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Link, and/or Puppetmaster on either one. If you make a third poppet, choose which of your previous poppets unravels.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IX'''&lt;br /&gt;
|Sympathetic Magic VIII&lt;br /&gt;
|You are always aware of the surface-level emotional state of the creatures whose likeness your poppets represent while within range of Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 10 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic X'''&lt;br /&gt;
|Sympathetic Magic IX&lt;br /&gt;
|When you use your Sympathetic Link or Puppetmaster ability, you may also make a magic attack against the creature’s ANT. On a hit, they are not magically aware that you caused the effect.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 20 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Collector&lt;br /&gt;
|Choose one poppet to be your Bound Soul. If you have a physical piece of the likeness that the Bound Soul poppet represents, such as hair or nail clippings, teeth, saliva, blood, etc., then using Sympathetic Link against this creature does not expend a use of your Sympathetic Link.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul II'''&lt;br /&gt;
|Bond Soul&lt;br /&gt;
|Gain the Sympathetic Tether ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Tether (1/Recoup).''' When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only 1⁄2 the SP. Sympathetic Link’s range increases to 100 miles for your Bound Soul poppet.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Puppetmaster'''&lt;br /&gt;
|Bond Soul II&lt;br /&gt;
|You always know the surface level thoughts and deeper emotions/desires of your Bound Soul poppet.&lt;br /&gt;
&lt;br /&gt;
Gain the Poppet Possession ability.&lt;br /&gt;
&lt;br /&gt;
* '''Poppet Possession (1/Rest).''' You may cast the [[Possession]] spell as a hex spell without spending SP. You cannot upcharge the spell when casting it in this way and can cast this spell regardless of distance provided that you are on the same plane of existence. When you use this ability, you may use your Sympathetic Magic X benefit to attempt to hide your magical presence.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' You may permanently possess the subject of your Bound Soul poppet provided they are ML 15 or lower or a willing ally. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you are not actively possessing them.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bond Soul&lt;br /&gt;
|You can have a number of poppets equal to 1⁄2 your AWR.&lt;br /&gt;
&lt;br /&gt;
Gain the Mass Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mass Hex (1/Recoup).''' When you cast a hex spell that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector II'''&lt;br /&gt;
|Collector&lt;br /&gt;
|You can have a number of poppets equal to your AWR. Mass Hex works on hex spells with an SPC of 20 or lower.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Collector'''&lt;br /&gt;
|Collector II&lt;br /&gt;
|You always know the surface level thoughts and surface desires of your poppets. Additionally, when the bonded creature of one of your poppets dies, you can retire the poppet. Doing so does not destroy the poppet and allows you to make a new poppet.&lt;br /&gt;
&lt;br /&gt;
Retired poppets look frayed and corrupted, and they contain the soul of the poppet’s likeness.&lt;br /&gt;
&lt;br /&gt;
Gain the Archive of Souls ability.&lt;br /&gt;
&lt;br /&gt;
* '''Archive of Souls (1/Recoup).''' You may commune with one retired poppet. The retired poppet retains all of its bonded creature’s formative memories and basic information that the creature would have known. The poppet’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired poppet might take multiple conversations or coercion. If a retired poppet is destroyed, its soul departs.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Now, if you destroy a retired poppet, the bonded creature’s soul is dispersed and it can never be resurrected. Casting Lesser Restoration or similar magic on a retired poppet will harmlessly detach the creature’s soul from the poppet, allowing it to pass on peacefully or to be resurrected.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fae Track ===&lt;br /&gt;
[[File:FaeTrack.png|center|frameless|412x412px|Fae Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic'''&lt;br /&gt;
|Witch Entry, Warden of the Primal &lt;br /&gt;
|Gain the Warp Step ability.&lt;br /&gt;
&lt;br /&gt;
* '''Warp Step (1/Recoup).''' You can cast the [[Warp Step]] occult spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Etalun''' &lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla’s Stride'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain the Wylla’s Stride ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wylla’s Stride (CHA/Rest).''' Ignore Difficult Terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaard’s Resistance'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|''Repeatable.'' Gain Resist +2 to one elemental damage type of your choice (cold, corrosive, fire, lightning, or toxic). If you take this talent multiple times, choose a new elemental type each time.&lt;br /&gt;
|''Witch, Fae, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Caliban’s Cackle'''&lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain the Caliban’s Cackle ability.&lt;br /&gt;
&lt;br /&gt;
* '''Caliban’s Cackle (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Shaken for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowess of Sekh'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the athleticism, acrobatics, or stamina tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen’s Blessing'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|Gain Resist Charmed +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic II'''&lt;br /&gt;
|Gaard’s Resistance or Rosen’s Blessing&lt;br /&gt;
|Gain the Mists of the Everwilds ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mists of the Everwilds (1/Rest).''' You can cast the [[Mists of the Everwilds]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk’s Keen Eyes'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain Darkvision +30 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart's Skin'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|When you are not wearing armor, your AR cannot be less than 13.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of Aeshir'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Gain the Wrath of Aeshir ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wrath of Aeshir (CHA/Recoup).''' When you deal elemental damage, add CHA to the damage.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck's Pernicious Pleasure'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|Gain the Puck’s Pernicious Pleasure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puck’s Pernicious Pleasure (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Charmed for 1 minute or until you or one of your allies damage it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Claws of Kleppar'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|Gain the Claws of Kleppar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Claws of Kleppar (CHA/Rest).''' Gain a climb speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Strack’s Stoicism'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Whenever making checks to resist extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic III'''&lt;br /&gt;
|Wrath of Aeshir or Strack’s Stoicism&lt;br /&gt;
|Gain the Polymorph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Polymorph (1/Rest).''' You can cast the [[Polymorph]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Daropmet''' &lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|You can never be Partially Surprised.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian’s Communion'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|When you Recoup and are in direct sunlight or touching a coniferous tree, then you gain Shield HP equal to your CHA.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri’s Explosion'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain the Yasheri’s Explosion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Yasheri’s Explosion (CHA/Rest).''' When you cast a primal spell that deals damage to multiple creatures and deals elemental damage, increase its cone or line by 10 ft or its radius by 5 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari’s Emotional Emancipation'''&lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Edmari’s Emotional Emancipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Edmari’s Emotional Emancipation (1/Rest).''' You can cast the Relaxing Presence primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gift of Gusper'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|Gain the Gift of Gusper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gift of Gusper (CHA/Rest).''' Gain a swim speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen’s Protection'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain Resist Necrotic +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic IV'''&lt;br /&gt;
|Yasheri’s Explosion or Wythen’s Protection&lt;br /&gt;
|Gain the Summon Monster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Summon Monster (1/Rest).''' You can cast the [[Summon Monster]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Petsina Conclave’s Perception'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog or heavy underbrush.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Conclave’s Passage'''&lt;br /&gt;
|Petsina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Pashak Conclave’s Passage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pashak Conclave’s Passage (CHA/Rest).''' When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ashyidir Conclave’s Affinity''' &lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain the Ashyidir Conclave’s Affinity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ashyidir Conclave’s Affinity (CHA/Rest).''' Choose one elemental damage type. Gain Affinity to that type for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Stravon Conclave’s Serenit'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Stravon Conclave’s Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stravon Conclave’s Serenity (1/Rest).''' You can cast Reorient primal invocation without it counting against the number of invocations you can cast in a day.&lt;br /&gt;
&lt;br /&gt;
If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Conclave's Splendor'''&lt;br /&gt;
|Petsina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Shibmar Conclave’s Splendor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shibmar Conclave’s Splendor (CHA/Rest).''' Sprout eagle wings and gain a fly speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vertumna Conclave’s Veneration'''&lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain Resist Frightened +3.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Friend of the Fae'''&lt;br /&gt;
|Ashyidir Conclave’s Affinity or Vertumna Conclave’s Veneration&lt;br /&gt;
|The fae sing your praises. Fae creatures tend to view you favorably and will generally look for nonviolent solutions to conflicts with you.&lt;br /&gt;
&lt;br /&gt;
You learn the [[Summon Fae]] primal spell if you did not already know it. It costs you 20 fewer SP to cast.&lt;br /&gt;
&lt;br /&gt;
Gain the Faefriend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Faefriend (1/Rest).''' When you cast Summon Fae, you may ignore rolling to determine the fae’s behavior and assume that it is friendly to you as though you succeeded on the roll and it failed.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a fae of ML 10 or lower.&lt;br /&gt;
|''Witch, Fae, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Familiar Track ===&lt;br /&gt;
[[File:FamiliarTrack.png|center|frameless|482x482px|Familiar Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talents&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|You can change your familiar’s form each time you Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evolution&lt;br /&gt;
|Gain the Flock of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flock of Familiars (2/Rest).''' You may summon a second familiar identical to your primary familiar for 10 minutes. Both familiars share a turn. On their turn, they can both take the move action. Alternatively, one familiar can take a different action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars II'''&lt;br /&gt;
|Flock of Familiars&lt;br /&gt;
|The second familiar summoned from Flock of Familiars lasts for 30 minutes.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flock of Familiars&lt;br /&gt;
|When you could change your familiar’s form, you can evolve your familiar instead of, or in addition to, changing its form by using the Evolution ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evolution (2/Rest).''' When you evolve your familiar, you can choose Evolve 1. The evolution that you choose lasts until you use it again or change your familiar’s form.&lt;br /&gt;
** '''Evolve 1:''' The familiar is one Size larger than it was previously. When larger, they gain a slight benefit:&lt;br /&gt;
*** '''''Crawling:''''' +1 to the damage reduced when defending you with Ward.&lt;br /&gt;
*** '''''Flying:''''' +5 ft to Help range. &lt;br /&gt;
*** '''''Hunting:''''' +1 to attack and damage with any attacks it has.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution II'''&lt;br /&gt;
|Evolution&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 2.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 2:''' The familiar is two Sizes larger. Familiars that are two Sizes larger gain the benefits below:&lt;br /&gt;
** '''''Crawling:''''' +2 to the damage reduced when defending you with Ward.&lt;br /&gt;
** '''''Flying:''''' +10 ft to Help range.&lt;br /&gt;
** '''''Hunting:''''' +1 to attack and damage with any attacks it has, and the damage die size of its attacks each increase by +1 (e.g., from 1d4 to 1d6).&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement'''&lt;br /&gt;
|Familiar 3&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” prerequisites; you learn that selection. Gain the Enhance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enhance (2/Rest).''' By spending 3 AP on your primary familiar as though summoning it, you may give it that enhancement for the next hour, provided it is the right kind of familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
| '''Flock of Familiars III'''&lt;br /&gt;
|Familiar Enhancement, Flock of Familiars II&lt;br /&gt;
|When you use Enhance and have Flock of Familiars active, apply the enhancement to all of your familiars of the same type as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  IV'''&lt;br /&gt;
|Flock of Familiars III&lt;br /&gt;
|On your familiars’ turn, they can both take one action. This can be the same action or different actions.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  V'''&lt;br /&gt;
|Flock of Familiars IV&lt;br /&gt;
|Flock of Familiars becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution III'''&lt;br /&gt;
|Familiar Enhancement, Evolution II&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 3.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 3:''' The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as mounts with 1 MCAP.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IV'''&lt;br /&gt;
|Evolution III&lt;br /&gt;
|When used as a mount, your familiar now has 2 MCAP and grants you one MCAP option based on its type:&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling: Fangs (1/Round).''''' 1 MCAP; ''Reach 5 ft Natural Weapon.'' +DEX vs FORT. '''Hit:''' 1d6 toxic.&lt;br /&gt;
* '''''Flying: Clutch (1/Round).''''' 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to its speed.&lt;br /&gt;
* '''''Hunting: Roar (1/Round).''''' 1 MCAP; ''Ranged 30 ft Natural Weapon.'' +AWR vs WILL. '''Hit:''' Target is Shaken until the end of their next turn.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution V'''&lt;br /&gt;
|Evolution IV&lt;br /&gt;
|Evolution becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement II'''&lt;br /&gt;
|Familiar 7&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” or “Enhancement II” prerequisites; you learn that selection.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply one or both selections, provided it is the right kind of familiar. Enhance becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VI'''&lt;br /&gt;
|Familiar Enhancement II, Flock of Familiars V&lt;br /&gt;
|When you summon a second familiar, it no longer needs to be the same kind as the first. It can be Crawling, Flying, or Hunting.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VII'''&lt;br /&gt;
|Flock of Familiars VI&lt;br /&gt;
|When using Enhance, you can apply any enhancements that you know to all familiars of the appropriate type that you control, even if they are not the same type of familiar as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VIII'''&lt;br /&gt;
|Flock of Familiars VII&lt;br /&gt;
|Gain the Throng ability.&lt;br /&gt;
&lt;br /&gt;
* '''Throng (2/Rest).''' When using Flock of Familiars, you may summon a third familiar identical to your primary one for 30 minutes. It shares a turn with your other familiars. While you have 3 familiars active, on their turns they may all move or two of them can take any action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VI'''&lt;br /&gt;
|Familiar Enhancement II, Evolution V&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 4.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 4:''' The familiar is four Sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options:&lt;br /&gt;
** '''''Crawling:''''' Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn.&lt;br /&gt;
** '''''Flying:''''' Clutch allows the familiar to pick up and move two willing creatures, but this costs 2 MCAP.&lt;br /&gt;
** '''''Hunting:''''' Roar causes the Frightened condition for the duration.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VII'''&lt;br /&gt;
|Evolution VI&lt;br /&gt;
|Gain the Strengthen Familiar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Strengthen Familiar (2/Rest).''' When you Evolve a familiar, you can increase one of its attributes by +3, one by +2, and one by +1.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VIII'''&lt;br /&gt;
|Evolution VII&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement III'''&lt;br /&gt;
|Familiar 11&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply any number of unique enhancements, provided it is the right kind of familiar.&lt;br /&gt;
&lt;br /&gt;
Enhance becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars IX'''&lt;br /&gt;
|Familiar Enhancement III, Flock of Familiars VIII&lt;br /&gt;
|Your third familiar need not be the same type as primary anymore and can be Crawling, Flying, or Hunting. When your familiars act, all three of them may take one action of their choice.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars X'''&lt;br /&gt;
|Flock of Familiars IX&lt;br /&gt;
|Your familiars summoned with the Flock of Familiars ability last for 1 hour. Each time you use Flock of Familiars, you can summon a third familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flurry of Familiars'''&lt;br /&gt;
|Flock of Familiars X&lt;br /&gt;
|You gain renown as having lots of animal companions. In most settlements, children remember you and love you for having so many pets and being rather eclectic. Domestic animals tend to act strange around you, either acting nervous or seeming overly friendly.&lt;br /&gt;
&lt;br /&gt;
Gain the Flurry of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flurry of Familiars (1/Recoup).''' When all three of your familiars are active and within 20 ft of one another, you may spend 3 AP to turn them into a creature with the swarm tag of ML 6 or lower. The swarm lasts for 10 minutes or until defeated. At the end of the swarm’s duration, the three familiars reappear. This counts towards the length of time they can remain active.&lt;br /&gt;
* '''''Level 30:''''' All three of your familiars are now permanently summoned.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IX'''&lt;br /&gt;
|Familiar Enhancement III, Evolution VIII&lt;br /&gt;
|Strengthen Familiar becomes 2/Recoup and increase one Attribute by +4, one by +2, and two Attributes by +1 each.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution X'''&lt;br /&gt;
|Evolution IX&lt;br /&gt;
|You can change your Familiar’s form every time you Catch your Breath. Furthermore, your Enhance has no recharge and you can use it indefinitely.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apex Evolution'''&lt;br /&gt;
|Evolution X&lt;br /&gt;
|Your bond with your familiar transcends the normal bonds of magic. Your familiar is able to intuit what you want it to do, allowing it to change its form even in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
Learn two additional Familiar Enhancements. Once on each of your turns, you may spend 1 AP to change your Familiar’s Form and/or reassign Enhancements. You can Evolve your familiar any number of times and can Evolve your familiar each time you change its form using this feature.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your familiar gains independence from your magical energy and will live on for generations after you are gone as a manifestation of raw magical energy. Bonding with this creature takes 30 Essence for another being as if it were a magical item, and the familiar only bonds with a new creature if it deems the creature worthy.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiar Enhancements ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Flighty''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Flying Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowl''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Hunting Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Scuttle''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Crawling Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|As part of the Pounce action, your Hunting Familiar can move 5 ft immediately before making the attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Talons''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Flying Familiar gains a Talon attack.&lt;br /&gt;
&lt;br /&gt;
'''''Talons (1/Turn).''''' ''Reach 5 ft Natural Weapon''. +DEX vs AR. '''Hit:''' 1d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Underfoot''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Crawling Familiar gains a special attack.&lt;br /&gt;
&lt;br /&gt;
'''''Tangle.''''' ''Reach 5 ft Natural Weapon.'' +DEX vs REF. '''Hit:''' Knock the creature Prone if it is no more than 2 Sizes larger than the familiar.&lt;br /&gt;
|-&lt;br /&gt;
|'''Carapace''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|The Ward action reduces damage by +1d4.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|Your familiar gains +5 to Perceiving and Tracking and has 60 ft of Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce II''' &lt;br /&gt;
|Enhancement II, Great Pounce &lt;br /&gt;
|If you hit with a Great Pounce, knock the target Prone if it is Gargantuan or smaller.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagan Attunement Track ===&lt;br /&gt;
[[File:PaganAttunementTrack.png|center|frameless|428x428px|Pagan Attunement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Pick one environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Gain the Pagan Attunement ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pagan Attunement.''' When you finish Taking a Rest, attune to one environment. When you Recoup in an environment to which you are attuned, you gain its relevant benefit.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement II'''&lt;br /&gt;
|Pagan Attunement&lt;br /&gt;
|Pick a second environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement III'''&lt;br /&gt;
|Pagan Attunement II&lt;br /&gt;
|Pick a third environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Pagan Attunement becomes: When you complete Taking a Rest, attune to two environments. Whenever you Recoup in either of those environments, gain its benefit. If you are in an environment that might activate multiple abilities (such as a coastal jungle or a snowy mountain), you nevertheless only get one benefit of your choosing.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement IV'''&lt;br /&gt;
|Pagan Attunement III&lt;br /&gt;
|''Repeatable.'' Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement V'''&lt;br /&gt;
|Pagan Attunement IV&lt;br /&gt;
|Gain the Hasty Communion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hasty Communion (1/Rest).''' When you Catch your Breath, you may gain the benefit of one of your environments that you are attuned to if you are in that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VI'''&lt;br /&gt;
|Pagan Attunement V&lt;br /&gt;
|When you Recoup in an environment that could be considered two or more environments, you gain the benefits of both relevant environments if you are attuned to both.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VII'''&lt;br /&gt;
|Pagan Attunement VI&lt;br /&gt;
|Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
You no longer need to pick two environments at the end of Taking a Rest; you can benefit from any environment to which you are attuned, but can still only gain a maximum of two environmental benefits at once.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement  VIII'''&lt;br /&gt;
|Pagan Attunement VII&lt;br /&gt;
|Choose one environment for which you already have attunement. This choice is permanent. Gain the Ultimate&lt;br /&gt;
&lt;br /&gt;
Attunement ability for that environment.&lt;br /&gt;
&lt;br /&gt;
* '''Ultimate Attunement (1/Rest).''' When you gain its attunement benefit, double all numeric values in that ability.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Environment List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Environment&lt;br /&gt;
!Benefit from Recouping&lt;br /&gt;
|-&lt;br /&gt;
|'''Aquatic'''&lt;br /&gt;
|You gain Shield HP equal to your number of Witch talents.&lt;br /&gt;
|-&lt;br /&gt;
|'''Coastal'''&lt;br /&gt;
|For the next 2 hours, you gain a swim speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Desert'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from heat exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forest'''&lt;br /&gt;
|Your ANT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal ANT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grassland'''&lt;br /&gt;
|For the next hour, your speed increases by +5 ft while in combat.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jungle'''&lt;br /&gt;
|Your FORT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal FORT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountain'''&lt;br /&gt;
|For the next 4 hours, standing from Prone costs you 0 AP, and when you take falling damage, reduce that damage by 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|'''Subterranean'''&lt;br /&gt;
|For the next 2 hours, gain a climb speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Swamp'''&lt;br /&gt;
|For the next 4 hours, gain Resist Toxic +5 and Resist Corrosive +5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tundra'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from cold exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Volcanic'''&lt;br /&gt;
|For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Witch's Brew Track ===&lt;br /&gt;
[[File:WitchsBrewTrack.png|center|frameless|454x454px|Witch's Brew Tack Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Gain the Witch’s Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Witch’s Brew (1/Rest).''' When you Take a Rest, brew two potions of your own making. Pick two spells (or pick the same spell twice) from the Primal Source that have both the altering and the intrinsic tags. These spells cannot be higher than 15 SP and you cannot upcharge them when using this feature.&lt;br /&gt;
&lt;br /&gt;
These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”&lt;br /&gt;
&lt;br /&gt;
These potions become impotent after 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent'''&lt;br /&gt;
|Witch’s Brew&lt;br /&gt;
|Gain the Reagent ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reagent (1/Week).''' When you brew a potion, you may count it as being upcharged one time. This potion is considered a Reagent and only becomes impotent after 1 week.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew II'''&lt;br /&gt;
|Reagent&lt;br /&gt;
|The number of potions you can brew is equal to 1⁄2 your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the charm tag as Witch’s Brews, following standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality'''&lt;br /&gt;
|Potion&lt;br /&gt;
|Gain the Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vitality.''' When you brew potions, you may imbue one potion with Vitality. That potion also grants 1d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. This potion is considered a Poison. These follow standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote'''&lt;br /&gt;
|Poison&lt;br /&gt;
|Gain the Antidote ability.&lt;br /&gt;
&lt;br /&gt;
* '''Antidote.''' When you brew potions, you may designate one potion as an Antidote. Instead of gaining the normal effects of a potion, consuming an Antidote immediately ends the effects of one of your other potions. When you brew an Antidote, you must choose which potion the Antidote cancels. It is potent for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew III'''&lt;br /&gt;
|Vitality or Antidote&lt;br /&gt;
|The number of potions you can brew is equal to your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent II'''&lt;br /&gt;
|Witch’s Brew III&lt;br /&gt;
|Your Reagent ability allows you to brew one additional Reagent.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew IV'''&lt;br /&gt;
|Reagent II&lt;br /&gt;
|Your potions now become impotent after 48 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion II'''&lt;br /&gt;
|Witch’s Brew IV, Potion&lt;br /&gt;
|Gain the Hearty Stew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Stew (1/Rest).''' Choose one potion you brew, count it as being upcharged one time if a spell, or cast at Occult 7 if a chant.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality II'''&lt;br /&gt;
|Potion II&lt;br /&gt;
|The Witch’s Brew you brew with Vitality now grants 2d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison II'''&lt;br /&gt;
|Witch’s Brew IV, Poison&lt;br /&gt;
|When a creature drinks a Poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote II'''&lt;br /&gt;
|Poison II&lt;br /&gt;
|Each time you brew potions, also make one Antidote.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew V'''&lt;br /&gt;
|Vitality II or Antidote II&lt;br /&gt;
|Gain the Overflowing Cauldron ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overflowing Cauldron (1/Week).''' You can make a number of potions equal to your Witch level in place of the normal number of Brews.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Improvised Brew&lt;br /&gt;
|Each time you use Witch’s Brew, choose one primal or occult spell or chant that you can turn into a potion. Produce two additional unmodified potions of that choice.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew II'''&lt;br /&gt;
|Signature Brew&lt;br /&gt;
|Your Signature Brews are each upcharged one time if spells, or cast at Occult 7 if chants.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Signature Brew&lt;br /&gt;
|Gain the Improvised Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Brew (1/Rest).''' When you Recoup, you may re-brew one of your potions, turning it into a different potion.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew II'''&lt;br /&gt;
|Improvised Brew&lt;br /&gt;
|You can use Improvised Brew whenever you Recoup.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent III'''&lt;br /&gt;
|Witch’s Brew 13&lt;br /&gt;
|Your Reagent ability allows you to make a number of reagents equal to 1⁄2 your INT.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadly Poison'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Deadly Poison ability.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Poison (1/Week).''' You can make a deadly poison that models the effects of an occult ritual with the curse tag or a disease that is common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30, then the poison fails. If you succeed, then the poison is potent for 48 hours.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once a week, you create one dose of the Perfect Poison. This Perfect Poison does not expire, and imbibing this poison kills a creature that has under 100 HP. If a creature has more than 100 HP, it becomes Helpless for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Font of Potions'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a prolific brewer of myriad potions.&lt;br /&gt;
&lt;br /&gt;
All of your potions now have a 1 month potency.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your potions no longer expire.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Brew'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a brewer of miraculous cures. Politicians, kings, and scholars would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Miracle Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''''Miracle Brew (1/Week).''''' You can make a miracle brew that has the effects of up to three of your Witch’s Brew options, one of which can be considered upcharged one time. It also cures nonmagical poisons and diseases that are common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30 then the spell fails. If you succeed, then the potion is potent for 48 hours.&lt;br /&gt;
* '''''Level 30:''''' Your Miracle Brew no longer expires.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Aranea2.png|thumb|373x373px]]&lt;br /&gt;
&lt;br /&gt;
=== Aranea Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arachnid Familiar'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Your familiar aesthetically looks like a spider regardless of its current form, using silk threads to float on the wind if it is a flying familiar.&lt;br /&gt;
Regardless of its form, it gains a special attack that it can make using its 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Web Spit (1/Recoup):''''' ''Ranged 20 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' Target is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END. The webbing remains on that 5 ft area after the creature is no longer Suppressed. It is Difficult Terrain and is highly flammable. It disintegrates after 10 minutes.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Web Weaver'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|As your affinity with the strange powers of arachnids deepens, you may spend SP to cast lines or nets of webbing.&lt;br /&gt;
Gain the following unique spell. This counts as an occult or primal spell for you depending on the source you chose for&lt;br /&gt;
&lt;br /&gt;
Witch Magic.&lt;br /&gt;
&lt;br /&gt;
'''Aranea's Web'''&lt;br /&gt;
&lt;br /&gt;
''Occult or Primal Spell, Altering, Nature''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 2&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 4&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Special&lt;br /&gt;
&lt;br /&gt;
'''Requires:''' Gesture, Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 10 minutes&lt;br /&gt;
&lt;br /&gt;
The webbing is a 20 ft line originating from you, or a 5 ft radius centered on a point within 40 ft of you.&lt;br /&gt;
&lt;br /&gt;
The webbing is Difficult Terrain. A creature may make a DEX check to ignore Difficult Terrain created by a line by beating a DC of 10 + your END. If they succeed, they are unhindered; if they fail, they fall Prone and lose the rest of their movement from their current action.&lt;br /&gt;
&lt;br /&gt;
When you create a net of webbing, you may make a magic attack against the ANT of each creature in the radius.&lt;br /&gt;
&lt;br /&gt;
On a hit, the creature is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END.&lt;br /&gt;
&lt;br /&gt;
All webbing created by this spell is highly flammable. It dissolves after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +4 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Spider Swarm'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|Gain the Spider Swarm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spider Swarm (1/Recoup).''' For 4 AP, you may cause a swarm of diminutive spiders to wriggle around you in a 10 ft radius. This area is Difficult Terrain for creatures hostile to you. When you crit against a hostile creature in this area, it falls Prone. This swarm lasts for up to 10 minutes, but you can end it at any time for 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Eight Eyes'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you Recoup, you may choose to manifest six more beady black or red eyes on your face. This causes you to suffer a -4 penalty to all Influence skill checks besides Intimidating, but you gain a +4 bonus to all Observation skill checks. You do not suffer TD when targeting a Concealed creature.&lt;br /&gt;
When you Recoup and have this ability active, you may choose to end it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Silk Rope'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you finish Taking a Rest, you may produce 50 ft of silk rope. This rope is strong enough to support any Large or smaller creature. Rope made in this way dissolves after 24 hours.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Greater Arachnid Familiar'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|Your arachnid familiar is unusually strong for a witch familiar. Choose two familiar forms out of flying, crawling, or hunting. Your familiar gains the skills, features, and actions of both selections, and uses the attributes of one of the selections of your choice.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Wall Walker'''&lt;br /&gt;
|Aranea I: Any&lt;br /&gt;
|You gain a climb speed equal to your walking speed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Clinging Silk'''&lt;br /&gt;
|Aranea I: Silk Rope&lt;br /&gt;
|Silk rope that you have made using your Silk Rope talent has a strong adhesive property that you may activate, securely affixing it to a surface that you touch. The rope cannot be removed from such a surface, and it dissolves 1 hour after you adhere it to a surface.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Deadly Swarm'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Spider Swarm&lt;br /&gt;
|When you activate your Spider Swarm, choose one of the following abilities, which remains active for the duration of your swarm. &lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' Hostile creatures in the radius of the swarm have Vulnerable Toxic +1 unless they have Immune Toxic.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Demoralized.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Thousands of spiders cluster up beneath you, elevating you. You ignore Difficult Terrain and Hazardous Terrain that is not the result of a dangerous liquid.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Night Eyes'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Eight Eyes&lt;br /&gt;
|While your Eight Eyes ability is active, you gain +30 ft Darkvision.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Greater Web Weaver'''&lt;br /&gt;
|Aranea II: Any&lt;br /&gt;
|You may use your Web Weaver spell vertically, spreading the radius of your net over an opening or along a wall provided that there are at least two surfaces for the web to stick to. You may climb webbing secured in such a fashion.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Hypnotic Eyes'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|You gain the Hypnotic Eyes ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hypnotic Eyes (1/Catch Breath).''' For 3 AP, make a CHA attack against the WILL of a creature within 30 ft of you. On a hit, that creature is Charmed by you until the end of your next turn. While Charmed in this way, the creature is also Suppressed. You may spend 1 AP on each of your turns to maintain eye contact and extend this effect by 1 round.The creature cannot willingly avert its eyes, but if eye contact is broken by a barrier that would offer Cover or otherwise obstructs your eye contact, the effect ends. One of the creature’s allies may spend 4 AP to blindfold the creature and shake it out of its daze, ending the effect. &lt;br /&gt;
&lt;br /&gt;
If you miss the initial attack, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Fearful Gaze'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|Gain the Fearful Gaze ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fearful Gaze (1/Catch Breath).''' For 3 AP make a CHA attack against the WILL of a creature within 40 ft of you. On a hit, the creature is Broken until the end of your next turn. If you miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Websense'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|While within 5 ft of your webbing created by Aranea’s Web, you are aware of the exact location of any creature also within 5 ft of your webs provided that you can trace an unbroken line of web between you. If you are aware of an Unseen creature in this way, treat them as if they do not have this condition.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Cascading Swarm'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Deadly Swarm&lt;br /&gt;
|When you activate your Spider Swarm ability, you may also summon a [[Swarm of Spiders]] in an unoccupied space within 10 ft of you. It acts immediately after you in Initiative and follows your mental commands. The swarm remains until you use this ability again or spend 1 AP to dismiss it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Ceiling Walker'''&lt;br /&gt;
|Aranea IV: Any, Aranea II: Wall Walker&lt;br /&gt;
|You may effortlessly walk on upside-down surfaces such as ceilings.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Grand Web Weaver'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Greater Web Weaver&lt;br /&gt;
|Your Aranea's Web upcharge feature improves. It becomes:&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +2 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Charming Eyes'''&lt;br /&gt;
|Aranea V: Any, Aranea IV: Hypnotic Eyes&lt;br /&gt;
|A creature that is Charmed by your Hypnotic Eyes ability is also Demoralized. Hypnotic Eyes becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Unnerving Gaze'''&lt;br /&gt;
|Aranea V; Any, Aranea IV: Fearful Gaze&lt;br /&gt;
|When a creature was Broken by your Fearful Gaze ability, even after the effects wear off, they remain Frightened of you for an additional 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Web Walker'''&lt;br /&gt;
|Aranea V: Any&lt;br /&gt;
|You gain +10 ft speed when moving exclusively along spaces occupied by webbing that you have created from any of your Aranea talents.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Grand Arachnid Familiar'''&lt;br /&gt;
|Aranea VI: Any, Aranea III: Greater Arachnid Familiar&lt;br /&gt;
|Regardless of your familiar's form, it gains a Bite attack that it can use once on each of its turns by spending 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' ''Reach 5 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage +2 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Venomous Fangs'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|You gain a Bite attack.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +DEX vs. AR '''Hit:''' 1d4+DEX sharp and 1d4 toxic damage.&lt;br /&gt;
&lt;br /&gt;
If you already had a bite attack, add +1d4 toxic damage to your standard damage with your bite.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Exoskeleton'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|Reduce your Endurance threshold by 1, as though your END were 3 fewer than it is. When taking this talent you must recalculate your max HP based on the new threshold.&lt;br /&gt;
When you are not wearing armor, increase your AR and physical defenses by +3.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enthralling Eyes'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Charming Eyes&lt;br /&gt;
|Gain the Enthralling Eyes ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enthralling Eyes (2/Rest).''' When you hit a creature with Hypnotic Eyes, you may choose to forego the normal effects of Hypnotic Eyes. Instead, the creature is Enthralled by you for 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enduring Fear'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Unnerving Gaze&lt;br /&gt;
|Gain the Enduring Fear ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enduring Fear (2/Rest).'''  When you hit a creature with Fearful Gaze, you may make it Phobic of spiders. It may make a CHA check against a DC of 10 + your magic attribute each time it finishes Taking a Rest, ending the Phobic condition on a successful check.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Clinging Webbing'''&lt;br /&gt;
|Aranea VII: Any&lt;br /&gt;
|Creatures Suppressed by your Aranea’s Web spell are also Demoralized and Shaken.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Grand Swarm'''&lt;br /&gt;
|Aranea VIII: Any, Aranea V: Cascading Swarm&lt;br /&gt;
|Gain the Grand Swarm ability. &lt;br /&gt;
&lt;br /&gt;
* '''Grant Swarm (1/Rest).''' When you activate your Spider Swarm, you may choose for it to be a 20 ft radius.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Deadly Fangs'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Venomous Fangs&lt;br /&gt;
|When you hit a creature with your Bite attack, the creature gains Vulnerable Damage +1 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Greater Exoskeleton'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Exoskeleton&lt;br /&gt;
|&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Supreme Arachnid Familiar'''&lt;br /&gt;
|Aranea IX: Any, Aranea VII: Grand Arachnid Familiar&lt;br /&gt;
|Your familiar gains +6 to (DEX) Sneaking and (AWR) Perceiving checks. The Bite attack from the Grand Arachnid Familiar talent becomes: '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage 3 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Marionette'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|Gain the Aranea's Marionette ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aranea's Marionette (CHA/Rest).''' For 4 AP, make an END attack against the WILL of a creature within 40 ft of you. On a hit, deal 1d8 psychic damage, and create ethereal strands of silk connecting you to the target creature. For the next 1 minute, at the start of each of the target creature’s turns, you may spend 2 Reactive AP to take its first action. You cannot force the creature to expend its rechargeable abilities, but might dictate which direction it moves or force it to make an attack against one of its allies. On a miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Spider Senses'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|You cannot be Completely Surprised, even while sleeping. Any time you would be Completely Surprised, you are Partially Surprised instead, and any time you would be Partially Surprised, you are not Surprised.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Supreme Swarm'''&lt;br /&gt;
|Aranea X: Any, Aranea IX: Grand Swarm&lt;br /&gt;
|When you activate your Spider Swarm, the additional ability you choose gains another effect, which remains active for the duration of your swarm.&lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' The radius is Hazardous Terrain (1d2 toxic) to hostile creatures.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Shaken.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Spiders bunch up beneath you, elevating you. You ignore all Hazardous Terrain. Furthermore, as your spiders cluster underneath you, they may elevate you anywhere between 1 ft and 20 ft above the ground. Changing your elevation requires 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Paralyzing Terror'''&lt;br /&gt;
|Aranea X: Any, Aranea VIII: Enduring Fear&lt;br /&gt;
|Gain the Paralyzing Terror ability. &lt;br /&gt;
&lt;br /&gt;
* '''Paralyzing Terror (1/Rest).'''  While a creature is Frightened as a result of your Fearful Gaze ability, you may choose for it to also become Paralyzed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Arachnid Avatar'''&lt;br /&gt;
|Aranea X: Any&lt;br /&gt;
|You gain the following ability: Arachnid Avatar.&lt;br /&gt;
&lt;br /&gt;
* '''Arachnid Avatar (2/Catch Breath).''' For 4 AP, you may transform your body into that of an enormous arachnid. Your face remains identifiable as you, although you gain eight eyes and grotesque fangs while you are in this form (the eyes and fangs offer no mechanical benefit unless you have talents that grant them).&lt;br /&gt;
&lt;br /&gt;
While in this form, you retain your attributes, skill points, talents, spell points, and magic. You lose any weapon attacks that you had, except for natural weapons. You gain the features, actions, and reactive actions of a [[Dire Spider|Dire Spider.]] &lt;br /&gt;
&lt;br /&gt;
Moving costs 1 AP, your Fangs and Pursue actions cost 2 AP, and your Webspit action costs 3 AP.&lt;br /&gt;
&lt;br /&gt;
Once reduced to 0 HP in this form, you revert to your normal form at your previous HP, taking any excess damage that caused you to revert. You may also spend 1 AP on your turn to manually revert.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talent Weave'''&lt;br /&gt;
|Aranea 13&lt;br /&gt;
|&lt;br /&gt;
* '''(1/Week)''' You may reselect which Aranea talents you know, but must still know Arachnid Familiar, Web Weaver, and Talent Weave.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unbreakable Webbing'''&lt;br /&gt;
|Talent Weave&lt;br /&gt;
|Webbing created from your Aranea’s Web spell now dissolves after 24 hours. Furthermore, for 1 AP on each of your turns, you may make a magic attack against the ANT of a creature within 5 ft of your webs. On a hit, the creature is Restrained, and must overcome a DC of 10 + your magic attribute to escape this restraint. It is considered Suppressed by the spell while Restrained in this way.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Aranea's Web now has a base SPC of 0.&lt;br /&gt;
|''Witch, Aranea, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14089</id>
		<title>Witch</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14089"/>
		<updated>2025-10-30T20:00:57Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Kettek Witch.png|thumb|yla Greoghal, potions brewer]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Secrets wait to be embraced in the whispers of primeval spirits. Curiosity never hurt anyone brave enough to go looking. So long as I draw breath and have strength to explore, I will ever look to deepen my understanding of things within our world and things beyond.&amp;quot; - [[Lyla Greoghal]], potions brewer&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Signs that you were somehow different began at an early age. Animals and plants might behave strangely around you, either shying away or seeking to embrace you. Odd weather phenomena seem to follow you about, though perhaps this is coincidence. Whatever the case, the adults in your community noticed these strange behaviors. In your adolescence you felt a growing connection with the dark and strange side of nature, leading you to look for answers on your own. When a coven of witches found you and invited you into their ranks, you began to truly master your powers.&lt;br /&gt;
&lt;br /&gt;
Witches often have many hobbies and one or two crafts that they pursue to perfection. What are you most interested in, and what do you fiddle with in your spare time? Does the ephemeral quality of music fascinate you, or are you more inclined to get your hands dirty making pottery or whittling toys? Are you more interested in brewing potions or training your familiar to achieve its maximum potential?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;'''Witch Class Tracks'''&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Witch#Dark Hex Track|'''Dark Hex'''.]] Curate a collection of poppets and cast sympathetic magic on them to extend your range of knowledge and power.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Fae Track|Fae.]]''' By communing with the six conclaves of the Everwilds, you gain the power of the fae.&lt;br /&gt;
&lt;br /&gt;
[[Witch#Familiar Track|'''Familiar'''.]] Enhance your familiar, or summon a pack or flock of familiars.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Pagan Attunement Track|Pagan Attunement]]'''. You are one with the natural world and can draw power from the soil itself through ritual and meditation.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Witch's Brew Track|Witch’s Brew.]]''' By mixing strange ingredients, you can create a variety of unique potions for your allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Aranea Track|Aranea]].''' ''Harker's Guide to Vampire Hunting.'' Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Witch Entry Talent ===&lt;br /&gt;
After gaining the Witch Entry talent, you can take talents from any of the Witch subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Dark Presence.''' Gain the Dark Presence ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 SP. You may use this ability as many times as you would like.&lt;br /&gt;
&lt;br /&gt;
'''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action.&lt;br /&gt;
&lt;br /&gt;
You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you.&lt;br /&gt;
&lt;br /&gt;
Familiars are corporeal fae spirits that cannot be attacked or damaged.&lt;br /&gt;
&lt;br /&gt;
You can command your familiar to take more actions by spending 1 AP per additional action your familiar takes.&lt;br /&gt;
&lt;br /&gt;
Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form when you Take a Rest. Regardless of its form, you always use one of the three stat blocks: Crawling Familiar, Flying Familiar, or Hunting Familiar.&lt;br /&gt;
&lt;br /&gt;
'''Witch Magic.''' Choose one: Occult or Primal.&lt;br /&gt;
&lt;br /&gt;
If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
Whichever you choose, END is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Witch Power.''' Each time you level up and spend your Talent Point on a Witch talent, you gain +5 SP and +1 Power in the source you chose.&lt;br /&gt;
&lt;br /&gt;
|''Witch, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiars ====&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Crawling Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft, Climb 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Frightening.''' When your familiar is within 5 ft of you, you gain Intimidating +4.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ward.''' If your familiar is within 5 ft of you, it protectively crouches nearby. The next time you take damage from another creature before the start of your next turn (provided that you are still within 5 ft of your familiar), reduce the damage by 1d4 + your number of Witch talents. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Flying Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |'''Skills''' (AWR) Perceiving +3, Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spook (1/Catch Breath).''' ''Ranged 30 ft Magical Attack.'' + Your END vs WILL. '''Hit:''' The creature is Frightened of your familiar for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hunting Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (DEX) Sneaking +3; (AWR) Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pounce (1/Round).''' ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 1d4+2 sharp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Hex Track ===&lt;br /&gt;
[[File:DarkHexTrack.png|center|frameless|478x478px|Dark Hex Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Magic'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|''Repeatable.'' Each time you take this talent, choose two spells, invocations, or rituals from the Hex list. Note that you must meet certain prerequisite Witch levels in order to gain some spells.&lt;br /&gt;
For you, these spells count as the Source that you chose from your Witch Magic benefit (either primal or occult).&lt;br /&gt;
&lt;br /&gt;
If there is a spell on the Hex list that you already know or learn through other means, you may still consider it a hex spell but do not have to. You cannot upcharge hex spells without additional talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Hex List&lt;br /&gt;
!Witch Level&lt;br /&gt;
!Hex Spells&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
* [[Charm Person]] (psionic)&lt;br /&gt;
* [[Commandment]] (divine),&lt;br /&gt;
* [[Creeping Fear]] (primal)&lt;br /&gt;
* [[Decay]] (arcane)&lt;br /&gt;
* [[Flay]] (arcane)&lt;br /&gt;
* [[Hex Of Hemophilia|Hex of Hemophilia]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
* [[Hex of Lethargy]] (occult)&lt;br /&gt;
* [[Hex of Terror]] (occult)&lt;br /&gt;
* [[Silence]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
* [[Demoralize]] (divine)&lt;br /&gt;
* [[Detect Thoughts]] (divine)&lt;br /&gt;
* [[Terror]] (primal)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
* [[Babble]] (occult)&lt;br /&gt;
* [[Curse of Trembling]] (occult)&lt;br /&gt;
* [[Haunt]] (psionic)&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
* [[Clot]] (occult)&lt;br /&gt;
* [[Curse of Withering]] (occult)&lt;br /&gt;
* [[Dark Smile]] (occult)&lt;br /&gt;
* [[Dominate Person]] (psionic)&lt;br /&gt;
* [[Ecstasy]] (primal)&lt;br /&gt;
* [[Fracture]] (occult)&lt;br /&gt;
* [[Modify Memory]] (psionic)&lt;br /&gt;
* [[Paranoia]] (psionic)&lt;br /&gt;
|}&lt;br /&gt;
|''Witch, Dark Hex, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Greater Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Greater Hex (2/Rest).''' You may cast a hex spell as though you upcharged it one time, without spending additional SP.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex'''&lt;br /&gt;
|Greater Hex&lt;br /&gt;
|Gain the Innate Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Innate Hex (2/Rest).''' You may cast a hex spell without meeting Verbal, Visual, or Gesture requirements. You must still meet Line of Sight or Line of Effect requirements.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex II'''&lt;br /&gt;
|Innate Hex&lt;br /&gt;
|Greater Hex becomes AWR/Rest.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex II'''&lt;br /&gt;
|Greater Hex II&lt;br /&gt;
|Innate Hex becomes 2/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex III'''&lt;br /&gt;
|Innate Hex II&lt;br /&gt;
|Innate Hex becomes AWR/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Enchantment'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Dark Enchantment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Dark Enchantment (1/Rest).''' Spend 2 AP to designate a target that you can see. For the next minute, gain +2 TA on rolls made with hex spells against that target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic'''&lt;br /&gt;
|Dark Enchantment&lt;br /&gt;
|Choose one creature with whom you are familiar (having spent at least 10 minutes in conversation).&lt;br /&gt;
&lt;br /&gt;
By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature. You may create a poppet of any willing ally or of a creature if its ML is equal to or less than your Witch level. You may only make one poppet. If you make a second one, the first one unravels immediately.&lt;br /&gt;
&lt;br /&gt;
Gain the Sense Likeness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Likeness.''' By spending 1 minute touching the poppet and staying completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic II'''&lt;br /&gt;
|Sympathetic Magic&lt;br /&gt;
|When you use your Sense Likeness ability, you may choose for the effect to last for 10 minutes. Furthermore, you may see and hear through your poppet’s senses for the duration. If you do, make a magic attack against their ANT. On a hit, they are unaware that you are doing this; on a miss, they know.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic III'''&lt;br /&gt;
|Sympathetic Magic II&lt;br /&gt;
|When you use your Dark Enchantment ability, you do not expend a use of the ability if you have a poppet of the target creature.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IV'''&lt;br /&gt;
|Sympathetic Magic III&lt;br /&gt;
|Gain the Sympathetic Link ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Link (AWR/Rest).''' You may cast hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic V'''&lt;br /&gt;
|Sympathetic Magic IV&lt;br /&gt;
|When you use your Sympathetic Link ability, you may also impose Dark Enchantment on your target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VI'''&lt;br /&gt;
|Sympathetic Magic V&lt;br /&gt;
|Gain the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puppetmaster.''' When using your Sense Likeness ability, you may make a magic attack against the target’s WILL. On a hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute and the target is aware that you are the caster.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VII'''&lt;br /&gt;
|Sympathetic Magic VI&lt;br /&gt;
|When you use your Sympathetic Link ability and cast a hex spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 5 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VIII'''&lt;br /&gt;
|Sympathetic Magic VII&lt;br /&gt;
|You can now create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Link, and/or Puppetmaster on either one. If you make a third poppet, choose which of your previous poppets unravels.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IX'''&lt;br /&gt;
|Sympathetic Magic VIII&lt;br /&gt;
|You are always aware of the surface-level emotional state of the creatures whose likeness your poppets represent while within range of Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 10 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic X'''&lt;br /&gt;
|Sympathetic Magic IX&lt;br /&gt;
|When you use your Sympathetic Link or Puppetmaster ability, you may also make a magic attack against the creature’s ANT. On a hit, they are not magically aware that you caused the effect.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 20 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Collector&lt;br /&gt;
|Choose one poppet to be your Bound Soul. If you have a physical piece of the likeness that the Bound Soul poppet represents, such as hair or nail clippings, teeth, saliva, blood, etc., then using Sympathetic Link against this creature does not expend a use of your Sympathetic Link.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul II'''&lt;br /&gt;
|Bond Soul&lt;br /&gt;
|Gain the Sympathetic Tether ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Tether (1/Recoup).''' When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only 1⁄2 the SP. Sympathetic Link’s range increases to 100 miles for your Bound Soul poppet.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Puppetmaster'''&lt;br /&gt;
|Bond Soul II&lt;br /&gt;
|You always know the surface level thoughts and deeper emotions/desires of your Bound Soul poppet.&lt;br /&gt;
&lt;br /&gt;
Gain the Poppet Possession ability.&lt;br /&gt;
&lt;br /&gt;
* '''Poppet Possession (1/Rest).''' You may cast the [[Possession]] spell as a hex spell without spending SP. You cannot upcharge the spell when casting it in this way and can cast this spell regardless of distance provided that you are on the same plane of existence. When you use this ability, you may use your Sympathetic Magic X benefit to attempt to hide your magical presence.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' You may permanently possess the subject of your Bound Soul poppet provided they are ML 15 or lower or a willing ally. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you are not actively possessing them.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bond Soul&lt;br /&gt;
|You can have a number of poppets equal to 1⁄2 your AWR.&lt;br /&gt;
&lt;br /&gt;
Gain the Mass Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mass Hex (1/Recoup).''' When you cast a hex spell that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector II'''&lt;br /&gt;
|Collector&lt;br /&gt;
|You can have a number of poppets equal to your AWR. Mass Hex works on hex spells with an SPC of 20 or lower.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Collector'''&lt;br /&gt;
|Collector II&lt;br /&gt;
|You always know the surface level thoughts and surface desires of your poppets. Additionally, when the bonded creature of one of your poppets dies, you can retire the poppet. Doing so does not destroy the poppet and allows you to make a new poppet.&lt;br /&gt;
&lt;br /&gt;
Retired poppets look frayed and corrupted, and they contain the soul of the poppet’s likeness.&lt;br /&gt;
&lt;br /&gt;
Gain the Archive of Souls ability.&lt;br /&gt;
&lt;br /&gt;
* '''Archive of Souls (1/Recoup).''' You may commune with one retired poppet. The retired poppet retains all of its bonded creature’s formative memories and basic information that the creature would have known. The poppet’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired poppet might take multiple conversations or coercion. If a retired poppet is destroyed, its soul departs.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Now, if you destroy a retired poppet, the bonded creature’s soul is dispersed and it can never be resurrected. Casting Lesser Restoration or similar magic on a retired poppet will harmlessly detach the creature’s soul from the poppet, allowing it to pass on peacefully or to be resurrected.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fae Track ===&lt;br /&gt;
[[File:FaeTrack.png|center|frameless|412x412px|Fae Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic'''&lt;br /&gt;
|Witch Entry, Warden of the Primal &lt;br /&gt;
|Gain the Warp Step ability.&lt;br /&gt;
&lt;br /&gt;
* '''Warp Step (1/Recoup).''' You can cast the [[Warp Step]] occult spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Etalun''' &lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla’s Stride'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain the Wylla’s Stride ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wylla’s Stride (CHA/Rest).''' Ignore Difficult Terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaard’s Resistance'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|''Repeatable.'' Gain Resist +2 to one elemental damage type of your choice (cold, corrosive, fire, lightning, or toxic). If you take this talent multiple times, choose a new elemental type each time.&lt;br /&gt;
|''Witch, Fae, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Caliban’s Cackle'''&lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain the Caliban’s Cackle ability.&lt;br /&gt;
&lt;br /&gt;
* '''Caliban’s Cackle (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Shaken for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowess of Sekh'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the athleticism, acrobatics, or stamina tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen’s Blessing'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|Gain Resist Charmed +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic II'''&lt;br /&gt;
|Gaard’s Resistance or Rosen’s Blessing&lt;br /&gt;
|Gain the Mists of the Everwilds ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mists of the Everwilds (1/Rest).''' You can cast the [[Mists of the Everwilds]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk’s Keen Eyes'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain Darkvision +30 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart's Skin'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|When you are not wearing armor, your AR cannot be less than 13.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of Aeshir'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Gain the Wrath of Aeshir ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wrath of Aeshir (CHA/Recoup).''' When you deal elemental damage, add CHA to the damage.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck's Pernicious Pleasure'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|Gain the Puck’s Pernicious Pleasure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puck’s Pernicious Pleasure (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Charmed for 1 minute or until you or one of your allies damage it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Claws of Kleppar'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|Gain the Claws of Kleppar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Claws of Kleppar (CHA/Rest).''' Gain a climb speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Strack’s Stoicism'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Whenever making checks to resist extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic III'''&lt;br /&gt;
|Wrath of Aeshir or Strack’s Stoicism&lt;br /&gt;
|Gain the Polymorph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Polymorph (1/Rest).''' You can cast the [[Polymorph]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Daropmet''' &lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|You can never be Partially Surprised.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian’s Communion'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|When you Recoup and are in direct sunlight or touching a coniferous tree, then you gain Shield HP equal to your CHA.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri’s Explosion'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain the Yasheri’s Explosion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Yasheri’s Explosion (CHA/Rest).''' When you cast a primal spell that deals damage to multiple creatures and deals elemental damage, increase its cone or line by 10 ft or its radius by 5 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari’s Emotional Emancipation'''&lt;br /&gt;
|Magic III&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Edmari’s Emotional Emancipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Edmari’s Emotional Emancipation (1/Rest).''' You can cast the Relaxing Presence primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gift of Gusper'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|Gain the Gift of Gusper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gift of Gusper (CHA/Rest).''' Gain a swim speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen’s Protection'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain Resist Necrotic +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic IV'''&lt;br /&gt;
|Yasheri’s Explosion or Wythen’s Protection&lt;br /&gt;
|Gain the Summon Monster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Summon Monster (1/Rest).''' You can cast the [[Summon Monster]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Petsina Conclave’s Perception'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog or heavy underbrush.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Conclave’s Passage'''&lt;br /&gt;
|Petsina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Pashak Conclave’s Passage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pashak Conclave’s Passage (CHA/Rest).''' When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ashyidir Conclave’s Affinity''' &lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain the Ashyidir Conclave’s Affinity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ashyidir Conclave’s Affinity (CHA/Rest).''' Choose one elemental damage type. Gain Affinity to that type for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Stravon Conclave’s Serenit'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Stravon Conclave’s Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stravon Conclave’s Serenity (1/Rest).''' You can cast Reorient primal invocation without it counting against the number of invocations you can cast in a day.&lt;br /&gt;
&lt;br /&gt;
If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Conclave's Splendor'''&lt;br /&gt;
|Petsina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Shibmar Conclave’s Splendor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shibmar Conclave’s Splendor (CHA/Rest).''' Sprout eagle wings and gain a fly speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vertumna Conclave’s Veneration'''&lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain Resist Frightened +3.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Friend of the Fae'''&lt;br /&gt;
|Ashyidir Conclave’s Affinity or Vertumna Conclave’s Veneration&lt;br /&gt;
|The fae sing your praises. Fae creatures tend to view you favorably and will generally look for nonviolent solutions to conflicts with you.&lt;br /&gt;
&lt;br /&gt;
You learn the [[Summon Fae]] primal spell if you did not already know it. It costs you 20 fewer SP to cast.&lt;br /&gt;
&lt;br /&gt;
Gain the Faefriend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Faefriend (1/Rest).''' When you cast Summon Fae, you may ignore rolling to determine the fae’s behavior and assume that it is friendly to you as though you succeeded on the roll and it failed.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a fae of ML 10 or lower.&lt;br /&gt;
|''Witch, Fae, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Familiar Track ===&lt;br /&gt;
[[File:FamiliarTrack.png|center|frameless|482x482px|Familiar Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talents&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|You can change your familiar’s form each time you Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evolution&lt;br /&gt;
|Gain the Flock of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flock of Familiars (2/Rest).''' You may summon a second familiar identical to your primary familiar for 10 minutes. Both familiars share a turn. On their turn, they can both take the move action. Alternatively, one familiar can take a different action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars II'''&lt;br /&gt;
|Flock of Familiars&lt;br /&gt;
|The second familiar summoned from Flock of Familiars lasts for 30 minutes.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flock of Familiars&lt;br /&gt;
|When you could change your familiar’s form, you can evolve your familiar instead of, or in addition to, changing its form by using the Evolution ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evolution (2/Rest).''' When you evolve your familiar, you can choose Evolve 1. The evolution that you choose lasts until you use it again or change your familiar’s form.&lt;br /&gt;
** '''Evolve 1:''' The familiar is one Size larger than it was previously. When larger, they gain a slight benefit:&lt;br /&gt;
*** '''''Crawling:''''' +1 to the damage reduced when defending you with Ward.&lt;br /&gt;
*** '''''Flying:''''' +5 ft to Help range. &lt;br /&gt;
*** '''''Hunting:''''' +1 to attack and damage with any attacks it has.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution II'''&lt;br /&gt;
|Evolution&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 2.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 2:''' The familiar is two Sizes larger. Familiars that are two Sizes larger gain the benefits below:&lt;br /&gt;
** '''''Crawling:''''' +2 to the damage reduced when defending you with Ward.&lt;br /&gt;
** '''''Flying:''''' +10 ft to Help range.&lt;br /&gt;
** '''''Hunting:''''' +1 to attack and damage with any attacks it has, and the damage die size of its attacks each increase by +1 (e.g., from 1d4 to 1d6).&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement'''&lt;br /&gt;
|Familiar 3&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” prerequisites; you learn that selection. Gain the Enhance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enhance (2/Rest).''' By spending 3 AP on your primary familiar as though summoning it, you may give it that enhancement for the next hour, provided it is the right kind of familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
| '''Flock of Familiars III'''&lt;br /&gt;
|Familiar Enhancement, Flock of Familiars II&lt;br /&gt;
|When you use Enhance and have Flock of Familiars active, apply the enhancement to all of your familiars of the same type as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  IV'''&lt;br /&gt;
|Flock of Familiars III&lt;br /&gt;
|On your familiars’ turn, they can both take one action. This can be the same action or different actions.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  V'''&lt;br /&gt;
|Flock of Familiars IV&lt;br /&gt;
|Flock of Familiars becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution III'''&lt;br /&gt;
|Familiar Enhancement, Evolution II&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 3.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 3:''' The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as mounts with 1 MCAP.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IV'''&lt;br /&gt;
|Evolution III&lt;br /&gt;
|When used as a mount, your familiar now has 2 MCAP and grants you one MCAP option based on its type:&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling: Fangs (1/Round).''''' 1 MCAP; ''Reach 5 ft Natural Weapon.'' +DEX vs FORT. '''Hit:''' 1d6 toxic.&lt;br /&gt;
* '''''Flying: Clutch (1/Round).''''' 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to its speed.&lt;br /&gt;
* '''''Hunting: Roar (1/Round).''''' 1 MCAP; ''Ranged 30 ft Natural Weapon.'' +AWR vs WILL. '''Hit:''' Target is Shaken until the end of their next turn.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution V'''&lt;br /&gt;
|Evolution IV&lt;br /&gt;
|Evolution becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement II'''&lt;br /&gt;
|Familiar 7&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” or “Enhancement II” prerequisites; you learn that selection.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply one or both selections, provided it is the right kind of familiar. Enhance becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VI'''&lt;br /&gt;
|Familiar Enhancement II, Flock of Familiars V&lt;br /&gt;
|When you summon a second familiar, it no longer needs to be the same kind as the first. It can be Crawling, Flying, or Hunting.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VII'''&lt;br /&gt;
|Flock of Familiars VI&lt;br /&gt;
|When using Enhance, you can apply any enhancements that you know to all familiars of the appropriate type that you control, even if they are not the same type of familiar as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VIII'''&lt;br /&gt;
|Flock of Familiars VII&lt;br /&gt;
|Gain the Throng ability.&lt;br /&gt;
&lt;br /&gt;
* '''Throng (2/Rest).''' When using Flock of Familiars, you may summon a third familiar identical to your primary one for 30 minutes. It shares a turn with your other familiars. While you have 3 familiars active, on their turns they may all move or two of them can take any action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VI'''&lt;br /&gt;
|Familiar Enhancement II, Evolution V&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 4.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 4:''' The familiar is four Sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options:&lt;br /&gt;
** '''''Crawling:''''' Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn.&lt;br /&gt;
** '''''Flying:''''' Clutch allows the familiar to pick up and move two willing creatures, but this costs 2 MCAP.&lt;br /&gt;
** '''''Hunting:''''' Roar causes the Frightened condition for the duration.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VII'''&lt;br /&gt;
|Evolution VI&lt;br /&gt;
|Gain the Strengthen Familiar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Strengthen Familiar (2/Rest).''' When you Evolve a familiar, you can increase one of its attributes by +3, one by +2, and one by +1.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VIII'''&lt;br /&gt;
|Evolution VII&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement III'''&lt;br /&gt;
|Familiar 11&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply any number of unique enhancements, provided it is the right kind of familiar.&lt;br /&gt;
&lt;br /&gt;
Enhance becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars IX'''&lt;br /&gt;
|Familiar Enhancement III, Flock of Familiars VIII&lt;br /&gt;
|Your third familiar need not be the same type as primary anymore and can be Crawling, Flying, or Hunting. When your familiars act, all three of them may take one action of their choice.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars X'''&lt;br /&gt;
|Flock of Familiars IX&lt;br /&gt;
|Your familiars summoned with the Flock of Familiars ability last for 1 hour. Each time you use Flock of Familiars, you can summon a third familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flurry of Familiars'''&lt;br /&gt;
|Flock of Familiars X&lt;br /&gt;
|You gain renown as having lots of animal companions. In most settlements, children remember you and love you for having so many pets and being rather eclectic. Domestic animals tend to act strange around you, either acting nervous or seeming overly friendly.&lt;br /&gt;
&lt;br /&gt;
Gain the Flurry of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flurry of Familiars (1/Recoup).''' When all three of your familiars are active and within 20 ft of one another, you may spend 3 AP to turn them into a creature with the swarm tag of ML 6 or lower. The swarm lasts for 10 minutes or until defeated. At the end of the swarm’s duration, the three familiars reappear. This counts towards the length of time they can remain active.&lt;br /&gt;
* '''''Level 30:''''' All three of your familiars are now permanently summoned.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IX'''&lt;br /&gt;
|Familiar Enhancement III, Evolution VIII&lt;br /&gt;
|Strengthen Familiar becomes 2/Recoup and increase one Attribute by +4, one by +2, and two Attributes by +1 each.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution X'''&lt;br /&gt;
|Evolution IX&lt;br /&gt;
|You can change your Familiar’s form every time you Catch your Breath. Furthermore, your Enhance has no recharge and you can use it indefinitely.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apex Evolution'''&lt;br /&gt;
|Evolution X&lt;br /&gt;
|Your bond with your familiar transcends the normal bonds of magic. Your familiar is able to intuit what you want it to do, allowing it to change its form even in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
Learn two additional Familiar Enhancements. Once on each of your turns, you may spend 1 AP to change your Familiar’s Form and/or reassign Enhancements. You can Evolve your familiar any number of times and can Evolve your familiar each time you change its form using this feature.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your familiar gains independence from your magical energy and will live on for generations after you are gone as a manifestation of raw magical energy. Bonding with this creature takes 30 Essence for another being as if it were a magical item, and the familiar only bonds with a new creature if it deems the creature worthy.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiar Enhancements ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Flighty''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Flying Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowl''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Hunting Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Scuttle''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Crawling Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|As part of the Pounce action, your Hunting Familiar can move 5 ft immediately before making the attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Talons''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Flying Familiar gains a Talon attack.&lt;br /&gt;
&lt;br /&gt;
'''''Talons (1/Turn).''''' ''Reach 5 ft Natural Weapon''. +DEX vs AR. '''Hit:''' 1d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Underfoot''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Crawling Familiar gains a special attack.&lt;br /&gt;
&lt;br /&gt;
'''''Tangle.''''' ''Reach 5 ft Natural Weapon.'' +DEX vs REF. '''Hit:''' Knock the creature Prone if it is no more than 2 Sizes larger than the familiar.&lt;br /&gt;
|-&lt;br /&gt;
|'''Carapace''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|The Ward action reduces damage by +1d4.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|Your familiar gains +5 to Perceiving and Tracking and has 60 ft of Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce II''' &lt;br /&gt;
|Enhancement II, Great Pounce &lt;br /&gt;
|If you hit with a Great Pounce, knock the target Prone if it is Gargantuan or smaller.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagan Attunement Track ===&lt;br /&gt;
[[File:PaganAttunementTrack.png|center|frameless|428x428px|Pagan Attunement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Pick one environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Gain the Pagan Attunement ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pagan Attunement.''' When you finish Taking a Rest, attune to one environment. When you Recoup in an environment to which you are attuned, you gain its relevant benefit.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement II'''&lt;br /&gt;
|Pagan Attunement&lt;br /&gt;
|Pick a second environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement III'''&lt;br /&gt;
|Pagan Attunement II&lt;br /&gt;
|Pick a third environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Pagan Attunement becomes: When you complete Taking a Rest, attune to two environments. Whenever you Recoup in either of those environments, gain its benefit. If you are in an environment that might activate multiple abilities (such as a coastal jungle or a snowy mountain), you nevertheless only get one benefit of your choosing.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement IV'''&lt;br /&gt;
|Pagan Attunement III&lt;br /&gt;
|''Repeatable.'' Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement V'''&lt;br /&gt;
|Pagan Attunement IV&lt;br /&gt;
|Gain the Hasty Communion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hasty Communion (1/Rest).''' When you Catch your Breath, you may gain the benefit of one of your environments that you are attuned to if you are in that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VI'''&lt;br /&gt;
|Pagan Attunement V&lt;br /&gt;
|When you Recoup in an environment that could be considered two or more environments, you gain the benefits of both relevant environments if you are attuned to both.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VII'''&lt;br /&gt;
|Pagan Attunement VI&lt;br /&gt;
|Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
You no longer need to pick two environments at the end of Taking a Rest; you can benefit from any environment to which you are attuned, but can still only gain a maximum of two environmental benefits at once.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement  VIII'''&lt;br /&gt;
|Pagan Attunement VII&lt;br /&gt;
|Choose one environment for which you already have attunement. This choice is permanent. Gain the Ultimate&lt;br /&gt;
&lt;br /&gt;
Attunement ability for that environment.&lt;br /&gt;
&lt;br /&gt;
* '''Ultimate Attunement (1/Rest).''' When you gain its attunement benefit, double all numeric values in that ability.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Environment List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Environment&lt;br /&gt;
!Benefit from Recouping&lt;br /&gt;
|-&lt;br /&gt;
|'''Aquatic'''&lt;br /&gt;
|You gain Shield HP equal to your number of Witch talents.&lt;br /&gt;
|-&lt;br /&gt;
|'''Coastal'''&lt;br /&gt;
|For the next 2 hours, you gain a swim speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Desert'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from heat exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forest'''&lt;br /&gt;
|Your ANT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal ANT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grassland'''&lt;br /&gt;
|For the next hour, your speed increases by +5 ft while in combat.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jungle'''&lt;br /&gt;
|Your FORT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal FORT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountain'''&lt;br /&gt;
|For the next 4 hours, standing from Prone costs you 0 AP, and when you take falling damage, reduce that damage by 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|'''Subterranean'''&lt;br /&gt;
|For the next 2 hours, gain a climb speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Swamp'''&lt;br /&gt;
|For the next 4 hours, gain Resist Toxic +5 and Resist Corrosive +5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tundra'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from cold exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Volcanic'''&lt;br /&gt;
|For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Witch's Brew Track ===&lt;br /&gt;
[[File:WitchsBrewTrack.png|center|frameless|454x454px|Witch's Brew Tack Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Gain the Witch’s Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Witch’s Brew (1/Rest).''' When you Take a Rest, brew two potions of your own making. Pick two spells (or pick the same spell twice) from the Primal Source that have both the altering and the intrinsic tags. These spells cannot be higher than 15 SP and you cannot upcharge them when using this feature.&lt;br /&gt;
&lt;br /&gt;
These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”&lt;br /&gt;
&lt;br /&gt;
These potions become impotent after 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent'''&lt;br /&gt;
|Witch’s Brew&lt;br /&gt;
|Gain the Reagent ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reagent (1/Week).''' When you brew a potion, you may count it as being upcharged one time. This potion is considered a Reagent and only becomes impotent after 1 week.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew II'''&lt;br /&gt;
|Reagent&lt;br /&gt;
|The number of potions you can brew is equal to 1⁄2 your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the charm tag as Witch’s Brews, following standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality'''&lt;br /&gt;
|Potion&lt;br /&gt;
|Gain the Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vitality.''' When you brew potions, you may imbue one potion with Vitality. That potion also grants 1d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. This potion is considered a Poison. These follow standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote'''&lt;br /&gt;
|Poison&lt;br /&gt;
|Gain the Antidote ability.&lt;br /&gt;
&lt;br /&gt;
* '''Antidote.''' When you brew potions, you may designate one potion as an Antidote. Instead of gaining the normal effects of a potion, consuming an Antidote immediately ends the effects of one of your other potions. When you brew an Antidote, you must choose which potion the Antidote cancels. It is potent for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew III'''&lt;br /&gt;
|Vitality or Antidote&lt;br /&gt;
|The number of potions you can brew is equal to your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent II'''&lt;br /&gt;
|Witch’s Brew III&lt;br /&gt;
|Your Reagent ability allows you to brew one additional Reagent.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew IV'''&lt;br /&gt;
|Reagent II&lt;br /&gt;
|Your potions now become impotent after 48 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion II'''&lt;br /&gt;
|Witch’s Brew IV, Potion&lt;br /&gt;
|Gain the Hearty Stew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Stew (1/Rest).''' Choose one potion you brew, count it as being upcharged one time if a spell, or cast at Occult 7 if a chant.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality II'''&lt;br /&gt;
|Potion II&lt;br /&gt;
|The Witch’s Brew you brew with Vitality now grants 2d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison II'''&lt;br /&gt;
|Witch’s Brew IV, Poison&lt;br /&gt;
|When a creature drinks a Poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote II'''&lt;br /&gt;
|Poison II&lt;br /&gt;
|Each time you brew potions, also make one Antidote.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew V'''&lt;br /&gt;
|Vitality II or Antidote II&lt;br /&gt;
|Gain the Overflowing Cauldron ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overflowing Cauldron (1/Week).''' You can make a number of potions equal to your Witch level in place of the normal number of Brews.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Improvised Brew&lt;br /&gt;
|Each time you use Witch’s Brew, choose one primal or occult spell or chant that you can turn into a potion. Produce two additional unmodified potions of that choice.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew II'''&lt;br /&gt;
|Signature Brew&lt;br /&gt;
|Your Signature Brews are each upcharged one time if spells, or cast at Occult 7 if chants.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Signature Brew&lt;br /&gt;
|Gain the Improvised Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Brew (1/Rest).''' When you Recoup, you may re-brew one of your potions, turning it into a different potion.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew II'''&lt;br /&gt;
|Improvised Brew&lt;br /&gt;
|You can use Improvised Brew whenever you Recoup.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent III'''&lt;br /&gt;
|Witch’s Brew 13&lt;br /&gt;
|Your Reagent ability allows you to make a number of reagents equal to 1⁄2 your INT.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadly Poison'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Deadly Poison ability.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Poison (1/Week).''' You can make a deadly poison that models the effects of an occult ritual with the curse tag or a disease that is common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30, then the poison fails. If you succeed, then the poison is potent for 48 hours.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once a week, you create one dose of the Perfect Poison. This Perfect Poison does not expire, and imbibing this poison kills a creature that has under 100 HP. If a creature has more than 100 HP, it becomes Helpless for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Font of Potions'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a prolific brewer of myriad potions.&lt;br /&gt;
&lt;br /&gt;
All of your potions now have a 1 month potency.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your potions no longer expire.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Brew'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a brewer of miraculous cures. Politicians, kings, and scholars would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Miracle Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''''Miracle Brew (1/Week).''''' You can make a miracle brew that has the effects of up to three of your Witch’s Brew options, one of which can be considered upcharged one time. It also cures nonmagical poisons and diseases that are common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30 then the spell fails. If you succeed, then the potion is potent for 48 hours.&lt;br /&gt;
* '''''Level 30:''''' Your Miracle Brew no longer expires.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Aranea2.png|thumb|373x373px]]&lt;br /&gt;
&lt;br /&gt;
=== Aranea Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arachnid Familiar'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Your familiar aesthetically looks like a spider regardless of its current form, using silk threads to float on the wind if it is a flying familiar.&lt;br /&gt;
Regardless of its form, it gains a special attack that it can make using its 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Web Spit (1/Recoup):''''' ''Ranged 20 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' Target is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END. The webbing remains on that 5 ft area after the creature is no longer Suppressed. It is Difficult Terrain and is highly flammable. It disintegrates after 10 minutes.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Web Weaver'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|As your affinity with the strange powers of arachnids deepens, you may spend SP to cast lines or nets of webbing.&lt;br /&gt;
Gain the following unique spell. This counts as an occult or primal spell for you depending on the source you chose for&lt;br /&gt;
&lt;br /&gt;
Witch Magic.&lt;br /&gt;
&lt;br /&gt;
'''Aranea's Web'''&lt;br /&gt;
&lt;br /&gt;
''Occult or Primal Spell, Altering, Nature''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 2&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 4&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Special&lt;br /&gt;
&lt;br /&gt;
'''Requires:''' Gesture, Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 10 minutes&lt;br /&gt;
&lt;br /&gt;
The webbing is a 20 ft line originating from you, or a 5 ft radius centered on a point within 40 ft of you.&lt;br /&gt;
&lt;br /&gt;
The webbing is Difficult Terrain. A creature may make a DEX check to ignore Difficult Terrain created by a line by beating a DC of 10 + your END. If they succeed, they are unhindered; if they fail, they fall Prone and lose the rest of their movement from their current action.&lt;br /&gt;
&lt;br /&gt;
When you create a net of webbing, you may make a magic attack against the ANT of each creature in the radius.&lt;br /&gt;
&lt;br /&gt;
On a hit, the creature is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END.&lt;br /&gt;
&lt;br /&gt;
All webbing created by this spell is highly flammable. It dissolves after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +4 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Spider Swarm'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|Gain the Spider Swarm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spider Swarm (1/Recoup).''' For 4 AP, you may cause a swarm of diminutive spiders to wriggle around you in a 10 ft radius. This area is Difficult Terrain for creatures hostile to you. When you crit against a hostile creature in this area, it falls Prone. This swarm lasts for up to 10 minutes, but you can end it at any time for 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Eight Eyes'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you Recoup, you may choose to manifest six more beady black or red eyes on your face. This causes you to suffer a -4 penalty to all Influence skill checks besides Intimidating, but you gain a +4 bonus to all Observation skill checks. You do not suffer TD when targeting a Concealed creature.&lt;br /&gt;
When you Recoup and have this ability active, you may choose to end it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Silk Rope'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you finish Taking a Rest, you may produce 50 ft of silk rope. This rope is strong enough to support any Large or smaller creature. Rope made in this way dissolves after 24 hours.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Greater Arachnid Familiar'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|Your arachnid familiar is unusually strong for a witch familiar. Choose two familiar forms out of flying, crawling, or hunting. Your familiar gains the skills, features, and actions of both selections, and uses the attributes of one of the selections of your choice.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Wall Walker'''&lt;br /&gt;
|Aranea I: Any&lt;br /&gt;
|You gain a climb speed equal to your walking speed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Clinging Silk'''&lt;br /&gt;
|Aranea I: Silk Rope&lt;br /&gt;
|Silk rope that you have made using your Silk Rope talent has a strong adhesive property that you may activate, securely affixing it to a surface that you touch. The rope cannot be removed from such a surface, and it dissolves 1 hour after you adhere it to a surface.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Deadly Swarm'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Spider Swarm&lt;br /&gt;
|When you activate your Spider Swarm, choose one of the following abilities, which remains active for the duration of your swarm. &lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' Hostile creatures in the radius of the swarm have Vulnerable Toxic +1 unless they have Immune Toxic.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Demoralized.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Thousands of spiders cluster up beneath you, elevating you. You ignore Difficult Terrain and Hazardous Terrain that is not the result of a dangerous liquid.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Night Eyes'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Eight Eyes&lt;br /&gt;
|While your Eight Eyes ability is active, you gain +30 ft Darkvision.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Greater Web Weaver'''&lt;br /&gt;
|Aranea II: Any&lt;br /&gt;
|You may use your Web Weaver spell vertically, spreading the radius of your net over an opening or along a wall provided that there are at least two surfaces for the web to stick to. You may climb webbing secured in such a fashion.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Hypnotic Eyes'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|You gain the Hypnotic Eyes ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hypnotic Eyes (1/Catch Breath).''' For 3 AP, make a CHA attack against the WILL of a creature within 30 ft of you. On a hit, that creature is Charmed by you until the end of your next turn. While Charmed in this way, the creature is also Suppressed. You may spend 1 AP on each of your turns to maintain eye contact and extend this effect by 1 round.The creature cannot willingly avert its eyes, but if eye contact is broken by a barrier that would offer Cover or otherwise obstructs your eye contact, the effect ends. One of the creature’s allies may spend 4 AP to blindfold the creature and shake it out of its daze, ending the effect. &lt;br /&gt;
&lt;br /&gt;
If you miss the initial attack, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Fearful Gaze'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|Gain the Fearful Gaze ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fearful Gaze (1/Catch Breath).''' For 3 AP make a CHA attack against the WILL of a creature within 40 ft of you. On a hit, the creature is Broken until the end of your next turn. If you miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Websense'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|While within 5 ft of your webbing created by Aranea’s Web, you are aware of the exact location of any creature also within 5 ft of your webs provided that you can trace an unbroken line of web between you. If you are aware of an Unseen creature in this way, treat them as if they do not have this condition.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Cascading Swarm'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Deadly Swarm&lt;br /&gt;
|When you activate your Spider Swarm ability, you may also summon a [[Swarm of Spiders]] in an unoccupied space within 10 ft of you. It acts immediately after you in Initiative and follows your mental commands. The swarm remains until you use this ability again or spend 1 AP to dismiss it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Ceiling Walker'''&lt;br /&gt;
|Aranea IV: Any, Aranea II: Wall Walker&lt;br /&gt;
|You may effortlessly walk on upside-down surfaces such as ceilings.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Grand Web Weaver'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Greater Web Weaver&lt;br /&gt;
|Your Aranea's Web upcharge feature improves. It becomes:&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +2 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Charming Eyes'''&lt;br /&gt;
|Aranea V: Any, Aranea IV: Hypnotic Eyes&lt;br /&gt;
|A creature that is Charmed by your Hypnotic Eyes ability is also Demoralized. Hypnotic Eyes becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Unnerving Gaze'''&lt;br /&gt;
|Aranea V; Any, Aranea IV: Fearful Gaze&lt;br /&gt;
|When a creature was Broken by your Fearful Gaze ability, even after the effects wear off, they remain Frightened of you for an additional 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Web Walker'''&lt;br /&gt;
|Aranea V: Any&lt;br /&gt;
|You gain +10 ft speed when moving exclusively along spaces occupied by webbing that you have created from any of your Aranea talents.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Grand Arachnid Familiar'''&lt;br /&gt;
|Aranea VI: Any, Aranea III: Greater Arachnid Familiar&lt;br /&gt;
|Regardless of your familiar's form, it gains a Bite attack that it can use once on each of its turns by spending 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' ''Reach 5 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage +2 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Venomous Fangs'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|You gain a Bite attack.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +DEX vs. AR '''Hit:''' 1d4+DEX sharp and 1d4 toxic damage.&lt;br /&gt;
&lt;br /&gt;
If you already had a bite attack, add +1d4 toxic damage to your standard damage with your bite.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Exoskeleton'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|Reduce your Endurance threshold by 1, as though your END were 3 fewer than it is. When taking this talent you must recalculate your max HP based on the new threshold.&lt;br /&gt;
When you are not wearing armor, increase your AR and physical defenses by +3.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enthralling Eyes'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Charming Eyes&lt;br /&gt;
|Gain the Enthralling Eyes ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enthralling Eyes (2/Rest).''' When you hit a creature with Hypnotic Eyes, you may choose to forego the normal effects of Hypnotic Eyes. Instead, the creature is Enthralled by you for 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enduring Fear'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Unnerving Gaze&lt;br /&gt;
|Gain the Enduring Fear ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enduring Fear (2/Rest).'''  When you hit a creature with Fearful Gaze, you may make it Phobic of spiders. It may make a CHA check against a DC of 10 + your magic attribute each time it finishes Taking a Rest, ending the Phobic condition on a successful check.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Clinging Webbing'''&lt;br /&gt;
|Aranea VII: Any&lt;br /&gt;
|Creatures Suppressed by your Aranea’s Web spell are also Demoralized and Shaken.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Grand Swarm'''&lt;br /&gt;
|Aranea VIII: Any, Aranea V: Cascading Swarm&lt;br /&gt;
|Gain the Grand Swarm ability. &lt;br /&gt;
&lt;br /&gt;
* '''Grant Swarm (1/Rest).''' When you activate your Spider Swarm, you may choose for it to be a 20 ft radius.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Deadly Fangs'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Venomous Fangs&lt;br /&gt;
|When you hit a creature with your Bite attack, the creature gains Vulnerable Damage +1 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Greater Exoskeleton'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Exoskeleton&lt;br /&gt;
|&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Supreme Arachnid Familiar'''&lt;br /&gt;
|Aranea IX: Any, Aranea VII: Grand Arachnid Familiar&lt;br /&gt;
|Your familiar gains +6 to (DEX) Sneaking and (AWR) Perceiving checks. The Bite attack from the Grand Arachnid Familiar talent becomes: '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage 3 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Marionette'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|Gain the Aranea's Marionette ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aranea's Marionette (CHA/Rest).''' For 4 AP, make an END attack against the WILL of a creature within 40 ft of you. On a hit, deal 1d8 psychic damage, and create ethereal strands of silk connecting you to the target creature. For the next 1 minute, at the start of each of the target creature’s turns, you may spend 2 Reactive AP to take its first action. You cannot force the creature to expend its rechargeable abilities, but might dictate which direction it moves or force it to make an attack against one of its allies. On a miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Spider Senses'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|You cannot be Completely Surprised, even while sleeping. Any time you would be Completely Surprised, you are Partially Surprised instead, and any time you would be Partially Surprised, you are not Surprised.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Supreme Swarm'''&lt;br /&gt;
|Aranea X: Any, Aranea IX: Grand Swarm&lt;br /&gt;
|When you activate your Spider Swarm, the additional ability you choose gains another effect, which remains active for the duration of your swarm.&lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' The radius is Hazardous Terrain (1d2 toxic) to hostile creatures.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Shaken.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Spiders bunch up beneath you, elevating you. You ignore all Hazardous Terrain. Furthermore, as your spiders cluster underneath you, they may elevate you anywhere between 1 ft and 20 ft above the ground. Changing your elevation requires 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Paralyzing Terror'''&lt;br /&gt;
|Aranea X: Any, Aranea VIII: Enduring Fear&lt;br /&gt;
|Gain the Paralyzing Terror ability. &lt;br /&gt;
&lt;br /&gt;
* '''Paralyzing Terror (1/Rest).'''  While a creature is Frightened as a result of your Fearful Gaze ability, you may choose for it to also become Paralyzed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Arachnid Avatar'''&lt;br /&gt;
|Aranea X: Any&lt;br /&gt;
|You gain the following ability: Arachnid Avatar.&lt;br /&gt;
&lt;br /&gt;
* '''Arachnid Avatar (2/Catch Breath).''' For 4 AP, you may transform your body into that of an enormous arachnid. Your face remains identifiable as you, although you gain eight eyes and grotesque fangs while you are in this form (the eyes and fangs offer no mechanical benefit unless you have talents that grant them).&lt;br /&gt;
&lt;br /&gt;
While in this form, you retain your attributes, skill points, talents, spell points, and magic. You lose any weapon attacks that you had, except for natural weapons. You gain the features, actions, and reactive actions of a [[Dire Spider|Dire Spider.]] &lt;br /&gt;
&lt;br /&gt;
Moving costs 1 AP, your Fangs and Pursue actions cost 2 AP, and your Webspit action costs 3 AP.&lt;br /&gt;
&lt;br /&gt;
Once reduced to 0 HP in this form, you revert to your normal form at your previous HP, taking any excess damage that caused you to revert. You may also spend 1 AP on your turn to manually revert.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talent Weave'''&lt;br /&gt;
|Aranea 13&lt;br /&gt;
|&lt;br /&gt;
* '''(1/Week)''' You may reselect which Aranea talents you know, but must still know Arachnid Familiar, Web Weaver, and Talent Weave.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unbreakable Webbing'''&lt;br /&gt;
|Talent Weave&lt;br /&gt;
|Webbing created from your Aranea’s Web spell now dissolves after 24 hours. Furthermore, for 1 AP on each of your turns, you may make a magic attack against the ANT of a creature within 5 ft of your webs. On a hit, the creature is Restrained, and must overcome a DC of 10 + your magic attribute to escape this restraint. It is considered Suppressed by the spell while Restrained in this way.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Aranea's Web now has a base SPC of 0.&lt;br /&gt;
|''Witch, Aranea, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14085</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14085"/>
		<updated>2025-10-28T23:49:58Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Urkou Warrior.png|thumb|Belozog Mishkova, repentant exile]]&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying.&amp;quot; - [[Belozog Mishkova]], repentant exile&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.&lt;br /&gt;
&lt;br /&gt;
What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Warrior Tracks&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Archer Track|'''Archer'''.]] An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Commander Track|'''Commander'''.]] A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Protection Track|Protection.]]''' You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Soldier Track|'''Soldier'''.]] You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Curseblade Track|Curseblade.]]''' ''Harker's Guide to Vampire Hunting.'' Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. &lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Descendant Track|Descendant.]]''' ''Harker's Guide to Vampire Hunting.'' Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Warrior Entry Talent ===&lt;br /&gt;
After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warrior Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Battlefield Tactician.''' Gain the Battlefield Tactician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Tactician (AWR+1/Recoup).''' Spend 1 AP on your turn to specify a target within 5 ft of you. Allies within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.&lt;br /&gt;
&lt;br /&gt;
'''Warrior Training.''' If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack.&lt;br /&gt;
|Warrior, Class Entry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
[[File:ArcheryTrack.png|center|frameless|534x534px|Archery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Archery Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Gain the Focus Target ability.&lt;br /&gt;
&lt;br /&gt;
* '''Focus Target.''' Spend 1 AP to specify a target you can see and that is within range of the ranged weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target suffers 1 TD on their next attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Overwatch&lt;br /&gt;
|You ignore Partial Cover against your Focused Target.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest'''&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking'''&lt;br /&gt;
|Sniper’s Nest&lt;br /&gt;
|You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim'''&lt;br /&gt;
|Stalking&lt;br /&gt;
|If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.&lt;br /&gt;
&lt;br /&gt;
* '''Impeccable Aim.''' Gain +10 to your attack rolls until the end of your turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter II'''&lt;br /&gt;
|Impeccable Aim&lt;br /&gt;
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fast Feet'''&lt;br /&gt;
|Sharpshooter II&lt;br /&gt;
|Gain the Tuck and Roll abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Tuck (1/Round).''' On your turn, you can move 5 ft for 0 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Roll (1/Turn).''' If a ranged attack or spell misses you, you may move 5 ft for 0 Reactive AP.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking II'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range for Stalking becomes half the range of the weapon you have equipped.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot'''&lt;br /&gt;
|Stalking II&lt;br /&gt;
|Gain the Headshot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Headshot (3/Rest).''' Declare you are attempting a headshot. Suffer -12 to your attack roll. On a hit, it is considered a crit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter III'''&lt;br /&gt;
|Headshot&lt;br /&gt;
|Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest II'''&lt;br /&gt;
|Sharpshooter III&lt;br /&gt;
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking III'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range is doubled for ranged weapon attacks against your Focused Target.&lt;br /&gt;
&lt;br /&gt;
Your range for Stalking becomes your equipped weapon’s range.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim II'''&lt;br /&gt;
|Stalking III&lt;br /&gt;
|Gain the Perfect Opportunity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Opportunity (1/Catch Breath).''' Activate Impeccable Aim without the conditions being met.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot II'''&lt;br /&gt;
|Impeccable Aim II&lt;br /&gt;
|With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Sharpshooter&lt;br /&gt;
|Gain the Overwatch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwatch.''' If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target II'''&lt;br /&gt;
|Overwatch&lt;br /&gt;
|You may now have a number of Focused Targets equal to 1⁄2 AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch II'''&lt;br /&gt;
|Focus Target II&lt;br /&gt;
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Suppressing Fire'''&lt;br /&gt;
|Overwatch II&lt;br /&gt;
|You may spend +2 AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target III'''&lt;br /&gt;
|Suppressing Fire&lt;br /&gt;
|Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch III'''&lt;br /&gt;
|Focus Target III&lt;br /&gt;
|Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target IV'''&lt;br /&gt;
|Overwatch III&lt;br /&gt;
|You may now have a number of Focused Targets equal to your AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire'''&lt;br /&gt;
|Focus Target IV&lt;br /&gt;
|Gain the Covering Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Covering Fire (AWR/Recoup).''' When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 Reactive AP to force the creature to roll the attack again and take the lower, potentially turning their hit into a miss.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch IV'''&lt;br /&gt;
|Covering Fire&lt;br /&gt;
|Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire II'''&lt;br /&gt;
|Overwatch IV&lt;br /&gt;
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target V'''&lt;br /&gt;
|Covering Fire II&lt;br /&gt;
|When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire III'''&lt;br /&gt;
|Focus Target V&lt;br /&gt;
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch V'''&lt;br /&gt;
|Covering Fire III&lt;br /&gt;
|If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Archer'''&lt;br /&gt;
|Archery 14&lt;br /&gt;
|You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You deal double damage.&lt;br /&gt;
* Your attacks that hit knock the target Prone.&lt;br /&gt;
* Striking a Prone target gives them the Pinned condition. (Escape DC = Your DEX + 10)&lt;br /&gt;
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.&lt;br /&gt;
|''Warrior, Archery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commander Track ===&lt;br /&gt;
[[File:CommanderTrack.png|center|frameless|700x700px|Commander Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Command Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.&lt;br /&gt;
&lt;br /&gt;
Gain the Battle Standard ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All allies within range gain +1 TA on their first attack made on each turn they start in range.&lt;br /&gt;
&lt;br /&gt;
Battle standards have AR, REF, and FORT of 15. They have20 HP, DR 20/Fire, and DT 10.&lt;br /&gt;
&lt;br /&gt;
Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Battle Standard'''&lt;br /&gt;
|Battle Command Focus&lt;br /&gt;
|Allies now gain TA on all attacks while within range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Your battle standard’s range increases by +10 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range II'''&lt;br /&gt;
|Battle Standard Range&lt;br /&gt;
|Your battle standard’s range increases by +20 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range III'''&lt;br /&gt;
|Battle Standard Range II&lt;br /&gt;
|Your battle standard’s range increases by +30 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extra Standard'''&lt;br /&gt;
|Battle Standard Range III&lt;br /&gt;
|You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|''Repeatable.'' Your battle standard gains +10 HP.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard II'''&lt;br /&gt;
|Reinforced Standard&lt;br /&gt;
|Your battle standard gains +5 DT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard III'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Your battle standard gains +5 AR, REF, and FORT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Repairs'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Allies within range of your battle standard gain the Rallied condition.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard II'''&lt;br /&gt;
|Rallying Standard&lt;br /&gt;
|While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner'''&lt;br /&gt;
|Rallying Standard II&lt;br /&gt;
|Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner II'''&lt;br /&gt;
|Under the Banner&lt;br /&gt;
|While allies are Rallied by your battle standard, they are Protected.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner III'''&lt;br /&gt;
|Under the Banner II&lt;br /&gt;
|While allies are Rallied by your battle standard, they gain +2 to their mental defenses.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer II'''&lt;br /&gt;
|Standard Bearer&lt;br /&gt;
|Your standard bearer gains HP equal to your number of Warrior talents + your AWR.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer III'''&lt;br /&gt;
|Standard Bearer II&lt;br /&gt;
|Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer IV'''&lt;br /&gt;
|Standard Bearer III&lt;br /&gt;
|Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer V'''&lt;br /&gt;
|Standard Bearer IV&lt;br /&gt;
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.&lt;br /&gt;
&lt;br /&gt;
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one specialization talent.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Gain the Command ability and the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Command.''''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands.&lt;br /&gt;
&lt;br /&gt;
Gain the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Attack.''''' (X AP) The target immediately makes an attack with a weapon they are holding, gaining +1 TA. This costs you a number of AP equal to what it would cost the target.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''To Me!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Tactical Repositioning command.&lt;br /&gt;
&lt;br /&gt;
* '''''Tactical Repositioning.''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hold!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Hold your Ground and Hold your Fire commands.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Ground.''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Fire.''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells on their next turn. They specify a trigger to make those prepared attacks or spell casts reactively, if they have the Reactive AP to do so. Triggers may be “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire!'''&lt;br /&gt;
|Hold!&lt;br /&gt;
|Gain the Fire! command.&lt;br /&gt;
&lt;br /&gt;
* '''''Fire!.''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forward!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Charge command.&lt;br /&gt;
&lt;br /&gt;
* '''''Charge.''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement'''&lt;br /&gt;
|Command&lt;br /&gt;
|Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement II'''&lt;br /&gt;
|Command Improvement&lt;br /&gt;
|''Repeatable.'' Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement III'''&lt;br /&gt;
|Command Improvement II&lt;br /&gt;
|Targets of your Command ability may also immediately move up to 5 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement IV'''&lt;br /&gt;
|Command Improvement III&lt;br /&gt;
|Targets must be able to see or hear you to benefit from Command, instead of only hearing you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactician’s Command'''&lt;br /&gt;
|Command&lt;br /&gt;
|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a battle standard, it deals +4 damage.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Command'''&lt;br /&gt;
|Tactician’s Command&lt;br /&gt;
|When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imposing Battle Standard'''&lt;br /&gt;
|Battle Standard Command&lt;br /&gt;
|Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician II'''&lt;br /&gt;
|Command &lt;br /&gt;
|Your Battlefield Tactician ability no longer fades on the previous target when you use it again.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry'''&lt;br /&gt;
|Battlefield Tactician II, COR 4&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry (1/Rest).''' Spend 5 AP to give all creatures of your choice who can hear you and are currently under a battle standard +2 AP at the beginning of their next turn.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry III'''&lt;br /&gt;
|War Cry II&lt;br /&gt;
|Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry IV'''&lt;br /&gt;
|War Cry III&lt;br /&gt;
|Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry V'''&lt;br /&gt;
|War Cry IV&lt;br /&gt;
|War Cry becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement'''&lt;br /&gt;
|Battlefield Tactician II&lt;br /&gt;
|Your Battlefield Tactician ability gains +20 ft range when specifying a target.&lt;br /&gt;
|''Warrior, Comander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement II'''&lt;br /&gt;
|Battlefield Tactician Improvement&lt;br /&gt;
|If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement III'''&lt;br /&gt;
|Battlefield Tactician Improvement II&lt;br /&gt;
|You no longer need to see the target for Battlefield Tactician to remain active.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement IV'''&lt;br /&gt;
|Battlefield Tactician Improvement III&lt;br /&gt;
|Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Great General'''&lt;br /&gt;
|Commander 14&lt;br /&gt;
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.&lt;br /&gt;
&lt;br /&gt;
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.&lt;br /&gt;
|''Warrior, Commander, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protection Track ===&lt;br /&gt;
[[File:ProtectionTrack.png|center|frameless|494x494px|Protection Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy suffer 1 TD against a target other than you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Engage'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Engage.''' Spend 2 AP to give a creature within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Intercept'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Intercept ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercept (AWR/Recoup).''' When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Shields Up'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Shields Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise your AR, FORT, and REF, and that of all friendly targets within 5 ft of you, by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this is wielding a shield, they gain an additional +1.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Challenge'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|Targets you have Engaged are now considered Taunted by you as well.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battering Ram'''&lt;br /&gt;
|Protection: Intercept&lt;br /&gt;
|When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battlefield Support'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Challenging Shout'''&lt;br /&gt;
|Protection II: Any, Protection: Engage&lt;br /&gt;
|Gain the Challenging Shout ability.&lt;br /&gt;
&lt;br /&gt;
* '''Challenging Shout (1/Catch Breath).''' When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they are Taunted by you until the end of their next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Opportunistic Interception'''&lt;br /&gt;
|Protection II: Any, Protection: Intercept&lt;br /&gt;
|Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Take Heart'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Take Heart ability.&lt;br /&gt;
&lt;br /&gt;
* '''Take Heart (AWR/Rest).''' Spend 1 AP to give a target within 30 ft of you that can hear you Shield HP equal to your AWR.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Engage II'''&lt;br /&gt;
|Protection III: Any, Protection: Engage&lt;br /&gt;
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Intercept II'''&lt;br /&gt;
|Protection III: Any, Protection: Intercept&lt;br /&gt;
|The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Shields Up II'''&lt;br /&gt;
|Protection III: Any, Protection: Shields Up&lt;br /&gt;
|When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you spend.&lt;br /&gt;
&lt;br /&gt;
Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Positioning'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Warrior's Fury'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|When you become Bloodied, your speed increases by +10 ft until the end of your next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Battlefield Support II'''&lt;br /&gt;
|Protection IV: Any, Protection II: Battlefield Support&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Defender's Armor'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain DR 5 against targets that you have Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Warrior's Preparation'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Take Heart II'''&lt;br /&gt;
|Protection V: Any, Protection III: Take Heart&lt;br /&gt;
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Engage III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Engage II, Protection 10&lt;br /&gt;
|Gain the Crowd Control ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crowd Control.''' Spend 2 AP to give all creatures within 5 ft of you the Engaged condition. When Engaging targets in this way, they take no damage from your reactive attack; instead, on a hit, they are Suppressed until the end of their current turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Intercept III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Intercept II, Protection: Shields Up, Protection 10&lt;br /&gt;
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Shields Up III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Shields Up II, Protection 10&lt;br /&gt;
|When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Defender's Superiority'''&lt;br /&gt;
|Protection VII: Any&lt;br /&gt;
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.&lt;br /&gt;
&lt;br /&gt;
* '''Defender’s Superiority (AWR/Rest).''' Add your AWR to the attack roll.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Take Heart III'''&lt;br /&gt;
|Protection VII: Any, Protection VI: Take Heart II&lt;br /&gt;
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Battlefield Support III'''&lt;br /&gt;
|Protection VII: Any, Protection V: Battlefield Support II&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Defender'''&lt;br /&gt;
|Protection VIII: Any, Protection 14&lt;br /&gt;
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.&lt;br /&gt;
&lt;br /&gt;
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year).&lt;br /&gt;
&lt;br /&gt;
In addition, gain the Last Stand ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand (1/Week).''' When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects:&lt;br /&gt;
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn.&lt;br /&gt;
** The creature reduced to 0 HP regains 1 HP.&lt;br /&gt;
** If the creature who triggered Last Stand is not you, you can move into their current square, and they can move up to their speed 0 for AP.&lt;br /&gt;
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Protection, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier Track ===&lt;br /&gt;
[[File:SoldierTrack.png|center|frameless|530x530px|Soldier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained Soldier'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one ally are within melee range of the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal'''&lt;br /&gt;
|Trained Soldier&lt;br /&gt;
|You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal II'''&lt;br /&gt;
|Versatile Arsenal&lt;br /&gt;
|You may use STR as your attack and damage attribute for longbows and standing longbows.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting'''&lt;br /&gt;
|Versatile Arsenal II&lt;br /&gt;
|You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting II'''&lt;br /&gt;
|Blind Fighting&lt;br /&gt;
|The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity'''&lt;br /&gt;
|Blind Fighting II&lt;br /&gt;
|You gain the [[Specialization Talents|Exploitative specialization talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist specialization talent]].&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity II'''&lt;br /&gt;
|Soldier’s Opportunity&lt;br /&gt;
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary STR attack against their FORT. On a hit, they are knocked Prone.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity III'''&lt;br /&gt;
|Soldier’s Opportunity II&lt;br /&gt;
|You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal III'''&lt;br /&gt;
|Soldier’s Opportunity III&lt;br /&gt;
|You can carry one additional item with the unwieldy tag. A number of allies equal to your AWR who travel with you for a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.&lt;br /&gt;
&lt;br /&gt;
* '''Disciplined Drills (1/Week).''' If you spend 8 hours training, you can reassign any Talent Points spent in the Combat specialization stack, picking new talents from the same stack.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting III'''&lt;br /&gt;
|Versatile Arsenal III&lt;br /&gt;
|The range of Blind Fighting increases to 15 ft.&lt;br /&gt;
&lt;br /&gt;
Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown'''&lt;br /&gt;
|Blind Fighting III&lt;br /&gt;
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.&lt;br /&gt;
&lt;br /&gt;
* '''Showdown (1/Week).''' Specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your character level, and all of your defenses equal your ANT, unless they would be higher otherwise.&lt;br /&gt;
&lt;br /&gt;
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown II'''&lt;br /&gt;
|Showdown&lt;br /&gt;
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR.&lt;br /&gt;
&lt;br /&gt;
While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied, and if you lost your last Showdown, you deal +2 damage.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown III'''&lt;br /&gt;
|Showdown II&lt;br /&gt;
|Double every numerical value of Showdown II.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arete'''&lt;br /&gt;
|Showdown III&lt;br /&gt;
|Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Indomitable Champion'''&lt;br /&gt;
|Arete&lt;br /&gt;
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible for you to be slain in battle. Gain the Indomitable Champion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Indomitable Champion.''' If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.&lt;br /&gt;
** If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means creating a new character and handing over narrative control to your MC. &lt;br /&gt;
** If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' If you reach level 30 without using your Indomitable Champion ability, you gain +2 STR and the final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Soldier, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Curseblade2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Curseblade Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Whether inherited or stumbled upon, the Curseblade is a keeper of darkness, perhaps themselves cursed to shepherd powers beyond them. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curseblades are victims of happenstance, those drawn into their role by chance, while others belong to orders that bind hateful and vicious spirits to wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cursed Blade'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.&lt;br /&gt;
Additionally, your Curseblade gains one of the following base properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Balanced:''''' Your weapon no longer counts as unwieldy.&lt;br /&gt;
&lt;br /&gt;
* '''''Dualistic:''''' For 2 AP, you may create a copy of your weapon for 1 minute so long as it possesses the light tag. This weapon gains the use of any Curseblade talents that apply to your original Curseblade.&lt;br /&gt;
&lt;br /&gt;
* '''''Featherweight:''''' Your weapon gains the light tag if it did not already possess it. This cannot be added to weapons with the two-handed tag.&lt;br /&gt;
* '''''Halfhand:''''' You treat a weapon with the hand-and-a-half tag as if it is always being wielded in two hands.&lt;br /&gt;
* '''''Overbearing (2/Recoup):''''' When you hit a creature with this weapon you may expend 1 AP to make a secondary attack against their FORT. On a hit, you knock that creature Prone.&lt;br /&gt;
* '''''Overreach:''''' Your weapon’s reach extends by 5 ft.&lt;br /&gt;
* '''''Returning:''''' Your weapon gains Thrown 30 ft. For 1 AP, you may recall your weapon back to your hand if it is within 30 ft of you. If your weapon already possesses a Thrown range this doubles it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade'''&lt;br /&gt;
|Cursed Blade&lt;br /&gt;
|Your Curseblade grants a +1 to attack and damage when you are wielding it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Spirit Blade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Blade (2/Rest).''' Choose any defense other than AR. For 2 AP, you may activate Spirit Blade for 1 minute. Your Curseblade attacks target that defense for the duration.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Imbued Force ability.&lt;br /&gt;
&lt;br /&gt;
* '''Imbued Force (2/Rest) .''' For 2 AP, you may activate Imbued Force, dealing +1d4 damage with your attacks from your Curseblade for 1 minute.  Based on your spirit’s tag, choose one damage type; your extra damage from this ability is of that type.&lt;br /&gt;
** Arcane: cold or fire&lt;br /&gt;
** Occult: necrotic or toxic&lt;br /&gt;
** Primal: corrosive or lightning&lt;br /&gt;
&lt;br /&gt;
You may only have one instance of Imbued Force active at a time.&lt;br /&gt;
&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade II'''&lt;br /&gt;
|Spirit Blade or Imbued Force&lt;br /&gt;
|Choose an additional base property from the Cursed Blade talent to apply to your Curseblade. Your crit range increases by +1 against creatures that share the same tag as your Curseblade’s spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade II'''&lt;br /&gt;
|Imbued Blade II, Spirit Blade&lt;br /&gt;
|You regain +1 use of Spirit Blade whenever you Recoup. While Spirit Blade is active, any attacks you make against creatures that share your spirit’s tag deal +1d4 damage of your weapon’s damage type.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force II'''&lt;br /&gt;
|Imbued Blade II, Imbued Force&lt;br /&gt;
|You regain +1 use of Imbued Force whenever you Recoup. The added damage from Imbued Force becomes +1d6 and you may now choose between either damage type associated with your spirit’s tag when activating Imbued Force.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing'''&lt;br /&gt;
|Imbued Blade II&lt;br /&gt;
|You may, over the course of an hour, change your Curseblade into a different melee weapon. At the end of this process you may reassign both of your Curseblade’s base properties.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade III'''&lt;br /&gt;
|Spirit Blade II or Imbued Force II, Curseblade 7&lt;br /&gt;
|Imbued Blade becomes +2.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade III'''&lt;br /&gt;
|Imbued Blade III, Spirit blade II&lt;br /&gt;
|Spirit Blade’s recharge becomes 1⁄2 X/Rest. You gain +1 TA with attacks you make against creatures per tag they share with your spirit.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force III'''&lt;br /&gt;
|Imbued Blade III, Imbued Force II&lt;br /&gt;
|Imbued Force’s recharge becomes 1⁄2 X/Rest. The added damage from Imbued Force becomes +1d8. You may have no more than two instances of Imbued Force active at a time.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing II'''&lt;br /&gt;
|Imbued Blade III, Morphing&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may now morph your weapon into any melee weapon for 4 AP. This occurs instantaneously, and you may reassign both of your Curseblade’s properties.&lt;br /&gt;
&lt;br /&gt;
Every time you take this talent, you gain +2 uses per Rest.&lt;br /&gt;
|''Warrior, Curseblade, Repeatable, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade IV'''&lt;br /&gt;
|Spirit Blade III or Imbued Force III&lt;br /&gt;
|Your Curseblade gains one of the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Explosive Burst (2/Rest):''''' You expel a blast of power for 4 AP. Make an attack with your Curseblade against the FORT of every creature of your choice in a 15 ft cone in front of you. On a hit, the creature takes your weapon’s normal damage and is either knocked back 5 ft or knocked Prone (choose upon using this ability). &lt;br /&gt;
* '''''Scything Blow (2/Rest):''''' For 4 AP you may make an attack with your Curseblade against the REF of a creature you can see within 30 ft of you. This attack also targets every creature of your choice between you and your target. On a hit, the creature takes additional damage that is +1⁄2 X. At the end of this attack you teleport to the original target of the attack.&lt;br /&gt;
* '''''Whirling Dervish (2/Rest):''''' You create a vortex of swirling energy for 4 AP. Make a magic attack against the REF of every creature of your choice in a 10 ft radius around you. Use X if you do not have a magic attribute. On a hit, the creature takes additional damage that is +1⁄2 X. &lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Property'''&lt;br /&gt;
|Imbued Blade IV&lt;br /&gt;
|Your Curseblade gains one of the following advanced properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Draining (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of HP from it equal to 1⁄2 X, regaining that much HP yourself. If you are Bloodied, you regain twice as many hit points. &lt;br /&gt;
* '''''Impossible Design:''''' This weapon loses the two-handed tag and gains the one-handed tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Quick:''''' Reduce the APC of the weapon and its min APC by 1 (min 1).&lt;br /&gt;
&lt;br /&gt;
* '''''Searing (1/Recoup):''''' You gain a +2 bonus to damage rolls with your Curseblade for 1 minute.&lt;br /&gt;
* '''''Siphoning (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of SP from it equal to 1⁄2 X, regaining that much SP yourself. If a creature does not have SP, this ability does not function.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade V'''&lt;br /&gt;
|Curseblade 12&lt;br /&gt;
|You regain +1 use of the ability you chose from Imbued Blade IV whenever you Recoup.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit'''&lt;br /&gt;
|Curseblade&lt;br /&gt;
|You gain the magic entry talent for the magic source that corresponds to your spirit’s tag if you do not already have it. If you already have it, gain +5 SP and +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. Whenever you gain a talent from this track with the cursemagic tag, including this one, you gain +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. This works retroactively if you have already taken talents with the cursemagic tag.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit II'''&lt;br /&gt;
|Awakened Spirit&lt;br /&gt;
|Choose a creature tag: celestial, eldritch, elemental, fae, or fiend. Your spirit gains that tag. You gain an additional feature depending on your choice:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Resist Divine +3.&lt;br /&gt;
* '''''Eldritch:''''' Resist Arcane +3.&lt;br /&gt;
* '''''Elemental:''''' Choose either cold, corrosive, fire, or lightning damage. Gain Absorb +5 of that type of damage&lt;br /&gt;
* '''''Fae:''''' You gain Resist Charmed +5.&lt;br /&gt;
* '''''Fiend:''''' Resist Occult +3.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Gain the Dualistic Mind ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dualistic Mind (2/Recoup).''' You can call upon your spirit to bolster your defenses. When an attack against your LOG (arcane spirit), ANT (primal spirit), or WILL (occult spirit) hits you, you may spend 1 Reactive AP to call on your spirit to aid you. Roll 1d4 and add it to your defense against the attack. If the attack misses, your Curseblade steals the energy of the attack, granting you +1 TA to your next attack. &lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind II'''&lt;br /&gt;
|Dualistic Mind&lt;br /&gt;
|Your spirit’s being begins to influence your own. You gain a +2 bonus to any attribute checks you make while interacting with a creature that shares the same tags as your spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind III'''&lt;br /&gt;
|Dualistic Mind II&lt;br /&gt;
|Choose one defense out of AR, REF, or FORT. You may now use the 1d4 from Dualistic Mind for that defense as well.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul'''&lt;br /&gt;
|Dualistic Mind III, Awakened Spirit III&lt;br /&gt;
|The very essence of your spirit’s soul begins to seep into yours. You you gain a feature associated with your spirit’s tag:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When making AWR/Intuiting checks, roll 2d20 and keep the higher. You learn any one divine ritual you possess the prerequisite for. Treat either your Arcane, Primal, or Occult Power as Divine Power to qualify for this ritual.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' You can identify any arcane spell or effect without a roll and may learn any one arcane spell with an SPC equal to, or less than, your level. You may use this spell even if you are normally incapable of casting arcane magic, and may use your Essence to cast this spell, as described in Awakened Spirit III.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You can identify any primal spell or effect without a roll and may learn any one primal invocation you possess the prerequisite for. If you do not have Primal Power, treat either your Arcane or Occult Power as Primal to determine your Primal Tier to qualify for this invocation.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' A creature has a hard time telling if you are lying. When you make a CHA/Deceiving check, roll 2d20 and take the higher. You gain Immune Engaged.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' You can identify any occult spell or effect without a roll and may learn any one occult ritual you possess the prerequisite for. If you do not have Occult Power, treat either your Arcane or Primal Power as Occult to qualify for this ritual.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul II'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|Your attunement to your spirit extends to its supernatural awareness. You cannot be Partially Surprised, and if you would be Completely Surprised, treat it as Partially Surprised instead.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual Embodiment'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|You no longer need to sleep, thanks to the mystic bond you share with your Curseblade.&lt;br /&gt;
You have gained a unique understanding of your spirit and may now spend 8 hours conducting a ritual to transfer it to a new home. This new vessel can be any one-handed, hand-and-a-half, or two-handed weapon. It can be a magicalweapon as well, with an Essence cost no greater than your level + X. You may conduct this ritual while Taking a Rest.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit III'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Learn 3 spells from the magic source for which you possess the entry talent for. Additionally, choose any 2 spells you know (including those learned from this talent). When you cast these spells, you may choose to deal damage to yourself equal to that spell’s SPC as your Curseblade uses your Essence to fuel its power, reducing its SPC to 0 for that casting. These spells cannot have an SPC greater than twice your level.&lt;br /&gt;
If this damage reduces you to 0 HP, you gain +2 Death Points.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit IV'''&lt;br /&gt;
|Awakened Spirit III&lt;br /&gt;
|Gain a new ability depending on your spirit’s tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Gain +2 Skill Points that you can spend on any skill with the influence or knowledge tag. Whenever you deal damage with your Curseblade, or any of your Curseblade abilities, you may spend 2 AP to make the damage radiant. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Gain +2 Skills Points that you can spend on any skill with the crafting or knowledge tag. Whenever you deal damage with a spell you may spend 2 AP to ignore any Resist a creature may have against that spell. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' Gain +2 Skills Points that you can spend on any skill with the stamina or survival tag. You ignore other creatures’ Resist from the damage type you picked from Awakened Spirit II..&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' Gain +2 Skills Points that you can spend on any skill with the luck or performance tag. When you hit a creature with your Curseblade, you may spend 2 AP to make a magic attack against that creature’s WILL. Use X if you do not have a magic attribute. On a hit, that creature is Charmed by you for 1 minute or until they take any damage. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' Gain +2 Skills Points that you can spend on any skill with the influence or stamina tag. When you hit a creature with your Curseblade you may spend 1 AP to make a magic attack against that creature’s FORT. Use X if you do not have a magic attribute. On a hit, you knock that creature Prone and push it 5 ft.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit V'''&lt;br /&gt;
|Awakened Spirit IV, Curseblade 12&lt;br /&gt;
|Choose 2 spells you know. These spells can now be cast with your Essence, as described in Awakened Spirit III.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Keeper'''&lt;br /&gt;
|Awakened Spirit II, Imbued Blade V, Curseblade 14&lt;br /&gt;
|You strike an amicable relationship with the spirit held within your Curseblade (or entirely bend it to your will), merging your wills into one. You gain unique abilities as a result of that combination.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When you hit a creature with your Curseblade, the divine wounds turn to holy vitae, splashing any creature within 5 ft with holy water. This version of holy water deals 1d10 radiant damage to any creature you designate as an enemy, and grants 1d4 Shield HP to any creature you designate as an ally. This occurs and lasts for the duration of your Spirit Blade or Imbued Force abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Your Awakened Spirit IV feature becomes 1 AP cost and 2/Recoup recharge.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You may choose a second damage type from your Awaken Spirit II talent. This grants you the Absorb from the same talent, and you may add that damage type to the damage done from attacks and spells. If that creature does not have Resist to both, it is treated as if it had Resist to neither.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' You may reach out to every weapon or natural weapon within a 10 ft radius from you for 4 AP. Make a magic attack against its wielder’s ANT. Use X if you do not have a magic attribute. On a hit, that weapon animates and damages its wielder, using their own damage calculation. You may use this ability 1⁄2 X/Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' When you knock a creature Prone or push a creature at least 5 ft, they take additional blunt damage equal to your END.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).&lt;br /&gt;
|}&lt;br /&gt;
[[File:Descendant2.png|thumb|431x431px]]&lt;br /&gt;
&lt;br /&gt;
=== Descendant Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. Some Descendants are fueled by vengeance for families lost, others dedicate themselves to hunting down every vestige of their sworn foes, and some few find themselves locked into battles not of their choosing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Weapon'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose any single whip. You are given that weapon, you find it, or it is a weapon you already possess; this is an Ancestral Weapon that your forebears used to wield. Gain the Family Heirloom talent, ignoring its prerequisites, and apply it to the whip that you just gained.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior'''&lt;br /&gt;
|Ancestral Weapon&lt;br /&gt;
|You are particularly adept with whips. Making a secondary attack with a whip to Trip a creature now only costs you 1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidating Presence'''&lt;br /&gt;
|Whip Warrior&lt;br /&gt;
|Gain +2 to Menacing and Intimidating.&lt;br /&gt;
You may have two targets of your Battlefield Tactician ability at a time. If you would target a third creature, choose which previous creature is no longer subject to this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Intimidating Presence&lt;br /&gt;
|Choose two creature tags besides humanoid. You gain +2 to your REF, ANT, and WILL against attacks made by creatures with one or both of those tags.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Name Recognition'''&lt;br /&gt;
|Know Your Enemy&lt;br /&gt;
|Your ancestral surname carries great weight. When you are in a settlement where someone sharing your surname has had Goodwill in the past 100 years, you have +2 on Gossiping, Leadership, and Persuading checks. When you are in a settlement where someone sharing your surname has had negative Goodwill in the past 100 years, you have +2 on Intuiting, Intimidating, and Menacing checks.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior II'''&lt;br /&gt;
|Name Recognition&lt;br /&gt;
|Gain the Whiplash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whiplash (1/Turn).''' You may strike out at all creatures in a straight line within double the normal reach of your whip. Make a single whip attack against the AR of each creature in the line. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Foe'''&lt;br /&gt;
|Whip Warrior II&lt;br /&gt;
|Deal +2 damage against creatures that have one or both of the tags you chose in Know Your Enemy.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike'''&lt;br /&gt;
|Family Foe&lt;br /&gt;
|Choose two conditions from the following list and gain the Stinging Strike ability. &lt;br /&gt;
&lt;br /&gt;
* '''Stinging Strike (1/Recoup).''' When you hit a creature with your Ancestral Weapon, you may impose either condition on the creature for a duration as listed after the condition. &lt;br /&gt;
&lt;br /&gt;
* Bleeding 1d4 (30 seconds)&lt;br /&gt;
* Dazed (end of your next turn)&lt;br /&gt;
* Deafened (30 seconds)&lt;br /&gt;
* Demoralized (30 seconds)&lt;br /&gt;
* Grappled (until it breaks the Grapple)&lt;br /&gt;
* Grounded (end of your next turn)&lt;br /&gt;
* Shaken (30 seconds)&lt;br /&gt;
* Slowed (30 seconds)&lt;br /&gt;
* Taunted (30 seconds)&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Technique'''&lt;br /&gt;
|Stinging Strike&lt;br /&gt;
|Choose one class: Berzerker, Pugilist, Ranger, Rogue, or Zealot. Gain the entry talent for the class you chose.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unending Rivalry'''&lt;br /&gt;
|Ancestral Technique&lt;br /&gt;
|Choose a specific kind of creature that has one or both of the tags you chose from Know Your Enemy. For example, if “undead” is one of the tags you chose, a specific kind of creature could be “skeletons” or “ghosts.” This refers to creatures that could justifiably be considered that type of creature and your MC will adjudicate each case.&lt;br /&gt;
Gain +2 to your defenses against attacks made by such creatures, and deal +2 damage against them. Furthermore, your crit range increases by +1 against such creatures.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior III'''&lt;br /&gt;
|Unending Rivalry&lt;br /&gt;
|Gain the Whirling Lash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whirling Lash (1/Turn).''' You may strike out at all creatures within a radius equal to your whip’s reach. Make a single whip attack against the AR of each creature in the radius. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mortal Enemy'''&lt;br /&gt;
|Whip Warrior III&lt;br /&gt;
|When a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its tags, you may use your Know Your Enemy, Family Foe, and Unending Rivalry abilities against this creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.&lt;br /&gt;
You may have one Mortal Enemy at a time.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whiplash Improvement'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|You can spend +1 AP to apply your whip’s Trip effect to each creature that you hit with Whiplash.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Uncaged'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athletics, observation, or survival tag.&lt;br /&gt;
When you crit, gain +1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Technique'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|When you hit a single creature with your whip attack, you may spend +2 AP to make a secondary attack against a target’s ANT. On a hit, you force them to drop one weapon or item they are holding, which lands at their feet.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike II'''&lt;br /&gt;
|Descendant 13&lt;br /&gt;
|When you finish Taking a Rest, you may reselect which conditions you may apply with Stinging Strike.&lt;br /&gt;
You may choose three conditions to pick from, instead of two, but still may only apply one condition when you use this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vengeful Heir'''&lt;br /&gt;
|Stinging Strike II&lt;br /&gt;
|Choose a third creature tag for your Know Your Enemy ability.&lt;br /&gt;
Gain another talent from the class you chose as your Ancestral Technique.&lt;br /&gt;
&lt;br /&gt;
You may have a number of Mortal Enemies equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Rest)''' When you use Stinging Strike against a Mortal Enemy, you may apply all of your selected conditions to it.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Immediately gain 2 more talents from the class you chose as your Ancestral Technique.&lt;br /&gt;
|''Warrior, Descendant, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14084</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14084"/>
		<updated>2025-10-28T23:41:23Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Urkou Warrior.png|thumb|Belozog Mishkova, repentant exile]]&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying.&amp;quot; - [[Belozog Mishkova]], repentant exile&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.&lt;br /&gt;
&lt;br /&gt;
What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Warrior Tracks&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Archer Track|'''Archer'''.]] An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Commander Track|'''Commander'''.]] A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Protection Track|Protection.]]''' You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Soldier Track|'''Soldier'''.]] You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Curseblade Track|Curseblade.]]''' ''Harker's Guide to Vampire Hunting.'' Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. &lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Descendant Track|Descendant.]]''' ''Harker's Guide to Vampire Hunting.'' Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Warrior Entry Talent ===&lt;br /&gt;
After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warrior Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Battlefield Tactician.''' Gain the Battlefield Tactician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Tactician (AWR+1/Recoup).''' Spend 1 AP on your turn to specify a target within 5 ft of you. Allies within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.&lt;br /&gt;
&lt;br /&gt;
'''Warrior Training.''' If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack.&lt;br /&gt;
|Warrior, Class Entry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
[[File:ArcheryTrack.png|center|frameless|534x534px|Archery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Archery Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Gain the Focus Target ability.&lt;br /&gt;
&lt;br /&gt;
* '''Focus Target.''' Spend 1 AP to specify a target you can see and that is within range of the ranged weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target suffers 1 TD on their next attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Overwatch&lt;br /&gt;
|You ignore Partial Cover against your Focused Target.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest'''&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking'''&lt;br /&gt;
|Sniper’s Nest&lt;br /&gt;
|You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim'''&lt;br /&gt;
|Stalking&lt;br /&gt;
|If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.&lt;br /&gt;
&lt;br /&gt;
* '''Impeccable Aim.''' Gain +10 to your attack rolls until the end of your turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter II'''&lt;br /&gt;
|Impeccable Aim&lt;br /&gt;
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fast Feet'''&lt;br /&gt;
|Sharpshooter II&lt;br /&gt;
|Gain the Tuck and Roll abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Tuck (1/Round).''' On your turn, you can move 5 ft for 0 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Roll (1/Turn).''' If a ranged attack or spell misses you, you may move 5 ft for 0 Reactive AP.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking II'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range for Stalking becomes half the range of the weapon you have equipped.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot'''&lt;br /&gt;
|Stalking II&lt;br /&gt;
|Gain the Headshot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Headshot (3/Rest).''' Declare you are attempting a headshot. Suffer -12 to your attack roll. On a hit, it is considered a crit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter III'''&lt;br /&gt;
|Headshot&lt;br /&gt;
|Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest II'''&lt;br /&gt;
|Sharpshooter III&lt;br /&gt;
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking III'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range is doubled for ranged weapon attacks against your Focused Target.&lt;br /&gt;
&lt;br /&gt;
Your range for Stalking becomes your equipped weapon’s range.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim II'''&lt;br /&gt;
|Stalking III&lt;br /&gt;
|Gain the Perfect Opportunity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Opportunity (1/Catch Breath).''' Activate Impeccable Aim without the conditions being met.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot II'''&lt;br /&gt;
|Impeccable Aim II&lt;br /&gt;
|With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Sharpshooter&lt;br /&gt;
|Gain the Overwatch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwatch.''' If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target II'''&lt;br /&gt;
|Overwatch&lt;br /&gt;
|You may now have a number of Focused Targets equal to 1⁄2 AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch II'''&lt;br /&gt;
|Focus Target II&lt;br /&gt;
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Suppressing Fire'''&lt;br /&gt;
|Overwatch II&lt;br /&gt;
|You may spend +2 AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target III'''&lt;br /&gt;
|Suppressing Fire&lt;br /&gt;
|Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch III'''&lt;br /&gt;
|Focus Target III&lt;br /&gt;
|Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target IV'''&lt;br /&gt;
|Overwatch III&lt;br /&gt;
|You may now have a number of Focused Targets equal to your AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire'''&lt;br /&gt;
|Focus Target IV&lt;br /&gt;
|Gain the Covering Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Covering Fire (AWR/Recoup).''' When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 Reactive AP to force the creature to roll the attack again and take the lower, potentially turning their hit into a miss.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch IV'''&lt;br /&gt;
|Covering Fire&lt;br /&gt;
|Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire II'''&lt;br /&gt;
|Overwatch IV&lt;br /&gt;
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target V'''&lt;br /&gt;
|Covering Fire II&lt;br /&gt;
|When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire III'''&lt;br /&gt;
|Focus Target V&lt;br /&gt;
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch V'''&lt;br /&gt;
|Covering Fire III&lt;br /&gt;
|If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Archer'''&lt;br /&gt;
|Archery 14&lt;br /&gt;
|You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You deal double damage.&lt;br /&gt;
* Your attacks that hit knock the target Prone.&lt;br /&gt;
* Striking a Prone target gives them the Pinned condition. (Escape DC = Your DEX + 10)&lt;br /&gt;
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.&lt;br /&gt;
|''Warrior, Archery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commander Track ===&lt;br /&gt;
[[File:CommanderTrack.png|center|frameless|700x700px|Commander Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Command Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.&lt;br /&gt;
&lt;br /&gt;
Gain the Battle Standard ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All allies within range gain +1 TA on their first attack made on each turn they start in range.&lt;br /&gt;
&lt;br /&gt;
Battle standards have AR, REF, and FORT of 15. They have20 HP, DR 20/Fire, and DT 10.&lt;br /&gt;
&lt;br /&gt;
Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Battle Standard'''&lt;br /&gt;
|Battle Command Focus&lt;br /&gt;
|Allies now gain TA on all attacks while within range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Your battle standard’s range increases by +10 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range II'''&lt;br /&gt;
|Battle Standard Range&lt;br /&gt;
|Your battle standard’s range increases by +20 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range III'''&lt;br /&gt;
|Battle Standard Range II&lt;br /&gt;
|Your battle standard’s range increases by +30 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extra Standard'''&lt;br /&gt;
|Battle Standard Range III&lt;br /&gt;
|You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|''Repeatable.'' Your battle standard gains +10 HP.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard II'''&lt;br /&gt;
|Reinforced Standard&lt;br /&gt;
|Your battle standard gains +5 DT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard III'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Your battle standard gains +5 AR, REF, and FORT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Repairs'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Allies within range of your battle standard gain the Rallied condition.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard II'''&lt;br /&gt;
|Rallying Standard&lt;br /&gt;
|While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner'''&lt;br /&gt;
|Rallying Standard II&lt;br /&gt;
|Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner II'''&lt;br /&gt;
|Under the Banner&lt;br /&gt;
|While allies are Rallied by your battle standard, they are Protected.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner III'''&lt;br /&gt;
|Under the Banner II&lt;br /&gt;
|While allies are Rallied by your battle standard, they gain +2 to their mental defenses.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer II'''&lt;br /&gt;
|Standard Bearer&lt;br /&gt;
|Your standard bearer gains HP equal to your number of Warrior talents + your AWR.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer III'''&lt;br /&gt;
|Standard Bearer II&lt;br /&gt;
|Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer IV'''&lt;br /&gt;
|Standard Bearer III&lt;br /&gt;
|Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer V'''&lt;br /&gt;
|Standard Bearer IV&lt;br /&gt;
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.&lt;br /&gt;
&lt;br /&gt;
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one specialization talent.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Gain the Command ability and the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Command.''''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands.&lt;br /&gt;
&lt;br /&gt;
Gain the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Attack.''''' (X AP) The target immediately makes an attack with a weapon they are holding, gaining +1 TA. This costs you a number of AP equal to what it would cost the target.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''To Me!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Tactical Repositioning command.&lt;br /&gt;
&lt;br /&gt;
* '''''Tactical Repositioning.''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hold!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Hold your Ground and Hold your Fire commands.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Ground.''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Fire.''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells on their next turn. They specify a trigger to make those prepared attacks or spell casts reactively, if they have the Reactive AP to do so. Triggers may be “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire!'''&lt;br /&gt;
|Hold!&lt;br /&gt;
|Gain the Fire! command.&lt;br /&gt;
&lt;br /&gt;
* '''''Fire!.''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forward!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Charge command.&lt;br /&gt;
&lt;br /&gt;
* '''''Charge.''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement'''&lt;br /&gt;
|Command&lt;br /&gt;
|Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement II'''&lt;br /&gt;
|Command Improvement&lt;br /&gt;
|''Repeatable.'' Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement III'''&lt;br /&gt;
|Command Improvement II&lt;br /&gt;
|Targets of your Command ability may also immediately move up to 5 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement IV'''&lt;br /&gt;
|Command Improvement III&lt;br /&gt;
|Targets must be able to see or hear you to benefit from Command, instead of only hearing you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactician’s Command'''&lt;br /&gt;
|Command&lt;br /&gt;
|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a battle standard, it deals +4 damage.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Command'''&lt;br /&gt;
|Tactician’s Command&lt;br /&gt;
|When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imposing Battle Standard'''&lt;br /&gt;
|Battle Standard Command&lt;br /&gt;
|Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician II'''&lt;br /&gt;
|Command &lt;br /&gt;
|Your Battlefield Tactician ability no longer fades on the previous target when you use it again.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry'''&lt;br /&gt;
|Battlefield Tactician II, COR 4&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry (1/Rest).''' Spend 5 AP to give all creatures of your choice who can hear you and are currently under a battle standard +2 AP at the beginning of their next turn.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry III'''&lt;br /&gt;
|War Cry II&lt;br /&gt;
|Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry IV'''&lt;br /&gt;
|War Cry III&lt;br /&gt;
|Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry V'''&lt;br /&gt;
|War Cry IV&lt;br /&gt;
|War Cry becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement'''&lt;br /&gt;
|Battlefield Tactician II&lt;br /&gt;
|Your Battlefield Tactician ability gains +20 ft range when specifying a target.&lt;br /&gt;
|''Warrior, Comander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement II'''&lt;br /&gt;
|Battlefield Tactician Improvement&lt;br /&gt;
|If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement III'''&lt;br /&gt;
|Battlefield Tactician Improvement II&lt;br /&gt;
|You no longer need to see the target for Battlefield Tactician to remain active.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement IV'''&lt;br /&gt;
|Battlefield Tactician Improvement III&lt;br /&gt;
|Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Great General'''&lt;br /&gt;
|Commander 14&lt;br /&gt;
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.&lt;br /&gt;
&lt;br /&gt;
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.&lt;br /&gt;
|''Warrior, Commander, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protection Track ===&lt;br /&gt;
[[File:ProtectionTrack.png|center|frameless|494x494px|Protection Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy suffer 1 TD against a target other than you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Engage'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Engage.''' Spend 2 AP to give a creature within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Intercept'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Intercept ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercept (AWR/Recoup).''' When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Shields Up'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Shields Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise your AR, FORT, and REF, and that of all friendly targets within 5 ft of you, by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this is wielding a shield, they gain an additional +1.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Challenge'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|Targets you have Engaged are now considered Taunted by you as well.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battering Ram'''&lt;br /&gt;
|Protection: Intercept&lt;br /&gt;
|When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battlefield Support'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Challenging Shout'''&lt;br /&gt;
|Protection II: Any, Protection: Engage&lt;br /&gt;
|Gain the Challenging Shout ability.&lt;br /&gt;
&lt;br /&gt;
* '''Challenging Shout (1/Catch Breath).''' When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they are Taunted by you until the end of their next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Opportunistic Interception'''&lt;br /&gt;
|Protection II: Any, Protection: Intercept&lt;br /&gt;
|Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Take Heart'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Take Heart ability.&lt;br /&gt;
&lt;br /&gt;
* '''Take Heart (AWR/Rest).''' Spend 1 AP to give a target within 30 ft of you that can hear you Shield HP equal to your AWR.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Engage II'''&lt;br /&gt;
|Protection III: Any, Protection: Engage&lt;br /&gt;
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Intercept II'''&lt;br /&gt;
|Protection III: Any, Protection: Intercept&lt;br /&gt;
|The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Shields Up II'''&lt;br /&gt;
|Protection III: Any, Protection: Shields Up&lt;br /&gt;
|When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you spend.&lt;br /&gt;
&lt;br /&gt;
Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Positioning'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Warrior's Fury'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|When you become Bloodied, your speed increases by +10 ft until the end of your next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Battlefield Support II'''&lt;br /&gt;
|Protection IV: Any, Protection II: Battlefield Support&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Defender's Armor'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain DR 5 against targets that you have Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Warrior's Preparation'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Take Heart II'''&lt;br /&gt;
|Protection V: Any, Protection III: Take Heart&lt;br /&gt;
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Engage III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Engage II, Protection 10&lt;br /&gt;
|Gain the Crowd Control ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crowd Control.''' Spend 2 AP to give all creatures within 5 ft of you the Engaged condition. When Engaging targets in this way, they take no damage from your reactive attack; instead, on a hit, they are Suppressed until the end of their current turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Intercept III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Intercept II, Protection: Shields Up, Protection 10&lt;br /&gt;
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Shields Up III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Shields Up II, Protection 10&lt;br /&gt;
|When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Defender's Superiority'''&lt;br /&gt;
|Protection VII: Any&lt;br /&gt;
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.&lt;br /&gt;
&lt;br /&gt;
* '''Defender’s Superiority (AWR/Rest).''' Add your AWR to the attack roll.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Take Heart III'''&lt;br /&gt;
|Protection VII: Any, Protection VI: Take Heart II&lt;br /&gt;
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Battlefield Support III'''&lt;br /&gt;
|Protection VII: Any, Protection V: Battlefield Support II&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Defender'''&lt;br /&gt;
|Protection 14&lt;br /&gt;
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.&lt;br /&gt;
&lt;br /&gt;
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year).&lt;br /&gt;
&lt;br /&gt;
In addition, gain the Last Stand ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand (1/Week).''' When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects:&lt;br /&gt;
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn.&lt;br /&gt;
** The creature reduced to 0 HP regains 1 HP.&lt;br /&gt;
** If the creature who triggered Last Stand is not you, you can move into their current square, and they can move up to their speed 0 for AP.&lt;br /&gt;
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Protection, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier Track ===&lt;br /&gt;
[[File:SoldierTrack.png|center|frameless|530x530px|Soldier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained Soldier'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one ally are within melee range of the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal'''&lt;br /&gt;
|Trained Soldier&lt;br /&gt;
|You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal II'''&lt;br /&gt;
|Versatile Arsenal&lt;br /&gt;
|You may use STR as your attack and damage attribute for longbows and standing longbows.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting'''&lt;br /&gt;
|Versatile Arsenal II&lt;br /&gt;
|You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting II'''&lt;br /&gt;
|Blind Fighting&lt;br /&gt;
|The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity'''&lt;br /&gt;
|Blind Fighting II&lt;br /&gt;
|You gain the [[Specialization Talents|Exploitative specialization talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist specialization talent]].&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity II'''&lt;br /&gt;
|Soldier’s Opportunity&lt;br /&gt;
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary STR attack against their FORT. On a hit, they are knocked Prone.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity III'''&lt;br /&gt;
|Soldier’s Opportunity II&lt;br /&gt;
|You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal III'''&lt;br /&gt;
|Soldier’s Opportunity III&lt;br /&gt;
|You can carry one additional item with the unwieldy tag. A number of allies equal to your AWR who travel with you for a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.&lt;br /&gt;
&lt;br /&gt;
* '''Disciplined Drills (1/Week).''' If you spend 8 hours training, you can reassign any Talent Points spent in the Combat specialization stack, picking new talents from the same stack.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting III'''&lt;br /&gt;
|Versatile Arsenal III&lt;br /&gt;
|The range of Blind Fighting increases to 15 ft.&lt;br /&gt;
&lt;br /&gt;
Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown'''&lt;br /&gt;
|Blind Fighting III&lt;br /&gt;
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.&lt;br /&gt;
&lt;br /&gt;
* '''Showdown (1/Week).''' Specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your character level, and all of your defenses equal your ANT, unless they would be higher otherwise.&lt;br /&gt;
&lt;br /&gt;
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown II'''&lt;br /&gt;
|Showdown&lt;br /&gt;
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR.&lt;br /&gt;
&lt;br /&gt;
While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied, and if you lost your last Showdown, you deal +2 damage.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown III'''&lt;br /&gt;
|Showdown II&lt;br /&gt;
|Double every numerical value of Showdown II.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arete'''&lt;br /&gt;
|Showdown III&lt;br /&gt;
|Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Indomitable Champion'''&lt;br /&gt;
|Arete&lt;br /&gt;
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible for you to be slain in battle. Gain the Indomitable Champion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Indomitable Champion.''' If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.&lt;br /&gt;
** If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means creating a new character and handing over narrative control to your MC. &lt;br /&gt;
** If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' If you reach level 30 without using your Indomitable Champion ability, you gain +2 STR and the final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Soldier, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Curseblade2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Curseblade Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Whether inherited or stumbled upon, the Curseblade is a keeper of darkness, perhaps themselves cursed to shepherd powers beyond them. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curseblades are victims of happenstance, those drawn into their role by chance, while others belong to orders that bind hateful and vicious spirits to wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cursed Blade'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.&lt;br /&gt;
Additionally, your Curseblade gains one of the following base properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Balanced:''''' Your weapon no longer counts as unwieldy.&lt;br /&gt;
&lt;br /&gt;
* '''''Dualistic:''''' For 2 AP, you may create a copy of your weapon for 1 minute so long as it possesses the light tag. This weapon gains the use of any Curseblade talents that apply to your original Curseblade.&lt;br /&gt;
&lt;br /&gt;
* '''''Featherweight:''''' Your weapon gains the light tag if it did not already possess it. This cannot be added to weapons with the two-handed tag.&lt;br /&gt;
* '''''Halfhand:''''' You treat a weapon with the hand-and-a-half tag as if it is always being wielded in two hands.&lt;br /&gt;
* '''''Overbearing (2/Recoup):''''' When you hit a creature with this weapon you may expend 1 AP to make a secondary attack against their FORT. On a hit, you knock that creature Prone.&lt;br /&gt;
* '''''Overreach:''''' Your weapon’s reach extends by 5 ft.&lt;br /&gt;
* '''''Returning:''''' Your weapon gains Thrown 30 ft. For 1 AP, you may recall your weapon back to your hand if it is within 30 ft of you. If your weapon already possesses a Thrown range this doubles it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade'''&lt;br /&gt;
|Cursed Blade&lt;br /&gt;
|Your Curseblade grants a +1 to attack and damage when you are wielding it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Spirit Blade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Blade (2/Rest).''' Choose any defense other than AR. For 2 AP, you may activate Spirit Blade for 1 minute. Your Curseblade attacks target that defense for the duration.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Imbued Force ability.&lt;br /&gt;
&lt;br /&gt;
* '''Imbued Force (2/Rest) .''' For 2 AP, you may activate Imbued Force, dealing +1d4 damage with your attacks from your Curseblade for 1 minute.  Based on your spirit’s tag, choose one damage type; your extra damage from this ability is of that type.&lt;br /&gt;
** Arcane: cold or fire&lt;br /&gt;
** Occult: necrotic or toxic&lt;br /&gt;
** Primal: corrosive or lightning&lt;br /&gt;
&lt;br /&gt;
You may only have one instance of Imbued Force active at a time.&lt;br /&gt;
&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade II'''&lt;br /&gt;
|Spirit Blade or Imbued Force&lt;br /&gt;
|Choose an additional base property from the Cursed Blade talent to apply to your Curseblade. Your crit range increases by +1 against creatures that share the same tag as your Curseblade’s spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade II'''&lt;br /&gt;
|Imbued Blade II, Spirit Blade&lt;br /&gt;
|You regain +1 use of Spirit Blade whenever you Recoup. While Spirit Blade is active, any attacks you make against creatures that share your spirit’s tag deal +1d4 damage of your weapon’s damage type.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force II'''&lt;br /&gt;
|Imbued Blade II, Imbued Force&lt;br /&gt;
|You regain +1 use of Imbued Force whenever you Recoup. The added damage from Imbued Force becomes +1d6 and you may now choose between either damage type associated with your spirit’s tag when activating Imbued Force.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing'''&lt;br /&gt;
|Imbued Blade II&lt;br /&gt;
|You may, over the course of an hour, change your Curseblade into a different melee weapon. At the end of this process you may reassign both of your Curseblade’s base properties.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade III'''&lt;br /&gt;
|Spirit Blade II or Imbued Force II, Curseblade 7&lt;br /&gt;
|Imbued Blade becomes +2.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade III'''&lt;br /&gt;
|Imbued Blade III, Spirit blade II&lt;br /&gt;
|Spirit Blade’s recharge becomes 1⁄2 X/Rest. You gain +1 TA with attacks you make against creatures per tag they share with your spirit.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force III'''&lt;br /&gt;
|Imbued Blade III, Imbued Force II&lt;br /&gt;
|Imbued Force’s recharge becomes 1⁄2 X/Rest. The added damage from Imbued Force becomes +1d8. You may have no more than two instances of Imbued Force active at a time.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing II'''&lt;br /&gt;
|Imbued Blade III, Morphing&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may now morph your weapon into any melee weapon for 4 AP. This occurs instantaneously, and you may reassign both of your Curseblade’s properties.&lt;br /&gt;
&lt;br /&gt;
Every time you take this talent, you gain +2 uses per Rest.&lt;br /&gt;
|''Warrior, Curseblade, Repeatable, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade IV'''&lt;br /&gt;
|Spirit Blade III or Imbued Force III&lt;br /&gt;
|Your Curseblade gains one of the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Explosive Burst (2/Rest):''''' You expel a blast of power for 4 AP. Make an attack with your Curseblade against the FORT of every creature of your choice in a 15 ft cone in front of you. On a hit, the creature takes your weapon’s normal damage and is either knocked back 5 ft or knocked Prone (choose upon using this ability). &lt;br /&gt;
* '''''Scything Blow (2/Rest):''''' For 4 AP you may make an attack with your Curseblade against the REF of a creature you can see within 30 ft of you. This attack also targets every creature of your choice between you and your target. On a hit, the creature takes additional damage that is +1⁄2 X. At the end of this attack you teleport to the original target of the attack.&lt;br /&gt;
* '''''Whirling Dervish (2/Rest):''''' You create a vortex of swirling energy for 4 AP. Make a magic attack against the REF of every creature of your choice in a 10 ft radius around you. Use X if you do not have a magic attribute. On a hit, the creature takes additional damage that is +1⁄2 X. &lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Property'''&lt;br /&gt;
|Imbued Blade IV&lt;br /&gt;
|Your Curseblade gains one of the following advanced properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Draining (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of HP from it equal to 1⁄2 X, regaining that much HP yourself. If you are Bloodied, you regain twice as many hit points. &lt;br /&gt;
* '''''Impossible Design:''''' This weapon loses the two-handed tag and gains the one-handed tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Quick:''''' Reduce the APC of the weapon and its min APC by 1 (min 1).&lt;br /&gt;
&lt;br /&gt;
* '''''Searing (1/Recoup):''''' You gain a +2 bonus to damage rolls with your Curseblade for 1 minute.&lt;br /&gt;
* '''''Siphoning (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of SP from it equal to 1⁄2 X, regaining that much SP yourself. If a creature does not have SP, this ability does not function.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade V'''&lt;br /&gt;
|Curseblade 12&lt;br /&gt;
|You regain +1 use of the ability you chose from Imbued Blade IV whenever you Recoup.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit'''&lt;br /&gt;
|Curseblade&lt;br /&gt;
|You gain the magic entry talent for the magic source that corresponds to your spirit’s tag if you do not already have it. If you already have it, gain +5 SP and +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. Whenever you gain a talent from this track with the cursemagic tag, including this one, you gain +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. This works retroactively if you have already taken talents with the cursemagic tag.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit II'''&lt;br /&gt;
|Awakened Spirit&lt;br /&gt;
|Choose a creature tag: celestial, eldritch, elemental, fae, or fiend. Your spirit gains that tag. You gain an additional feature depending on your choice:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Resist Divine +3.&lt;br /&gt;
* '''''Eldritch:''''' Resist Arcane +3.&lt;br /&gt;
* '''''Elemental:''''' Choose either cold, corrosive, fire, or lightning damage. Gain Absorb +5 of that type of damage&lt;br /&gt;
* '''''Fae:''''' You gain Resist Charmed +5.&lt;br /&gt;
* '''''Fiend:''''' Resist Occult +3.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Gain the Dualistic Mind ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dualistic Mind (2/Recoup).''' You can call upon your spirit to bolster your defenses. When an attack against your LOG (arcane spirit), ANT (primal spirit), or WILL (occult spirit) hits you, you may spend 1 Reactive AP to call on your spirit to aid you. Roll 1d4 and add it to your defense against the attack. If the attack misses, your Curseblade steals the energy of the attack, granting you +1 TA to your next attack. &lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind II'''&lt;br /&gt;
|Dualistic Mind&lt;br /&gt;
|Your spirit’s being begins to influence your own. You gain a +2 bonus to any attribute checks you make while interacting with a creature that shares the same tags as your spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind III'''&lt;br /&gt;
|Dualistic Mind II&lt;br /&gt;
|Choose one defense out of AR, REF, or FORT. You may now use the 1d4 from Dualistic Mind for that defense as well.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul'''&lt;br /&gt;
|Dualistic Mind III, Awakened Spirit III&lt;br /&gt;
|The very essence of your spirit’s soul begins to seep into yours. You you gain a feature associated with your spirit’s tag:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When making AWR/Intuiting checks, roll 2d20 and keep the higher. You learn any one divine ritual you possess the prerequisite for. Treat either your Arcane, Primal, or Occult Power as Divine Power to qualify for this ritual.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' You can identify any arcane spell or effect without a roll and may learn any one arcane spell with an SPC equal to, or less than, your level. You may use this spell even if you are normally incapable of casting arcane magic, and may use your Essence to cast this spell, as described in Awakened Spirit III.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You can identify any primal spell or effect without a roll and may learn any one primal invocation you possess the prerequisite for. If you do not have Primal Power, treat either your Arcane or Occult Power as Primal to determine your Primal Tier to qualify for this invocation.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' A creature has a hard time telling if you are lying. When you make a CHA/Deceiving check, roll 2d20 and take the higher. You gain Immune Engaged.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' You can identify any occult spell or effect without a roll and may learn any one occult ritual you possess the prerequisite for. If you do not have Occult Power, treat either your Arcane or Primal Power as Occult to qualify for this ritual.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul II'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|Your attunement to your spirit extends to its supernatural awareness. You cannot be Partially Surprised, and if you would be Completely Surprised, treat it as Partially Surprised instead.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual Embodiment'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|You no longer need to sleep, thanks to the mystic bond you share with your Curseblade.&lt;br /&gt;
You have gained a unique understanding of your spirit and may now spend 8 hours conducting a ritual to transfer it to a new home. This new vessel can be any one-handed, hand-and-a-half, or two-handed weapon. It can be a magicalweapon as well, with an Essence cost no greater than your level + X. You may conduct this ritual while Taking a Rest.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit III'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Learn 3 spells from the magic source for which you possess the entry talent for. Additionally, choose any 2 spells you know (including those learned from this talent). When you cast these spells, you may choose to deal damage to yourself equal to that spell’s SPC as your Curseblade uses your Essence to fuel its power, reducing its SPC to 0 for that casting. These spells cannot have an SPC greater than twice your level.&lt;br /&gt;
If this damage reduces you to 0 HP, you gain +2 Death Points.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit IV'''&lt;br /&gt;
|Awakened Spirit III&lt;br /&gt;
|Gain a new ability depending on your spirit’s tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Gain +2 Skill Points that you can spend on any skill with the influence or knowledge tag. Whenever you deal damage with your Curseblade, or any of your Curseblade abilities, you may spend 2 AP to make the damage radiant. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Gain +2 Skills Points that you can spend on any skill with the crafting or knowledge tag. Whenever you deal damage with a spell you may spend 2 AP to ignore any Resist a creature may have against that spell. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' Gain +2 Skills Points that you can spend on any skill with the stamina or survival tag. You ignore other creatures’ Resist from the damage type you picked from Awakened Spirit II..&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' Gain +2 Skills Points that you can spend on any skill with the luck or performance tag. When you hit a creature with your Curseblade, you may spend 2 AP to make a magic attack against that creature’s WILL. Use X if you do not have a magic attribute. On a hit, that creature is Charmed by you for 1 minute or until they take any damage. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' Gain +2 Skills Points that you can spend on any skill with the influence or stamina tag. When you hit a creature with your Curseblade you may spend 1 AP to make a magic attack against that creature’s FORT. Use X if you do not have a magic attribute. On a hit, you knock that creature Prone and push it 5 ft.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit V'''&lt;br /&gt;
|Awakened Spirit IV, Curseblade 12&lt;br /&gt;
|Choose 2 spells you know. These spells can now be cast with your Essence, as described in Awakened Spirit III.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Keeper'''&lt;br /&gt;
|Awakened Spirit II, Imbued Blade V, Curseblade 14&lt;br /&gt;
|You strike an amicable relationship with the spirit held within your Curseblade (or entirely bend it to your will), merging your wills into one. You gain unique abilities as a result of that combination.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When you hit a creature with your Curseblade, the divine wounds turn to holy vitae, splashing any creature within 5 ft with holy water. This version of holy water deals 1d10 radiant damage to any creature you designate as an enemy, and grants 1d4 Shield HP to any creature you designate as an ally. This occurs and lasts for the duration of your Spirit Blade or Imbued Force abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Your Awakened Spirit IV feature becomes 1 AP cost and 2/Recoup recharge.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You may choose a second damage type from your Awaken Spirit II talent. This grants you the Absorb from the same talent, and you may add that damage type to the damage done from attacks and spells. If that creature does not have Resist to both, it is treated as if it had Resist to neither.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' You may reach out to every weapon or natural weapon within a 10 ft radius from you for 4 AP. Make a magic attack against its wielder’s ANT. Use X if you do not have a magic attribute. On a hit, that weapon animates and damages its wielder, using their own damage calculation. You may use this ability 1⁄2 X/Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' When you knock a creature Prone or push a creature at least 5 ft, they take additional blunt damage equal to your END.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).&lt;br /&gt;
|}&lt;br /&gt;
[[File:Descendant2.png|thumb|431x431px]]&lt;br /&gt;
&lt;br /&gt;
=== Descendant Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. Some Descendants are fueled by vengeance for families lost, others dedicate themselves to hunting down every vestige of their sworn foes, and some few find themselves locked into battles not of their choosing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Weapon'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose any single whip. You are given that weapon, you find it, or it is a weapon you already possess; this is an Ancestral Weapon that your forebears used to wield. Gain the Family Heirloom talent, ignoring its prerequisites, and apply it to the whip that you just gained.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior'''&lt;br /&gt;
|Ancestral Weapon&lt;br /&gt;
|You are particularly adept with whips. Making a secondary attack with a whip to Trip a creature now only costs you 1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidating Presence'''&lt;br /&gt;
|Whip Warrior&lt;br /&gt;
|Gain +2 to Menacing and Intimidating.&lt;br /&gt;
You may have two targets of your Battlefield Tactician ability at a time. If you would target a third creature, choose which previous creature is no longer subject to this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Intimidating Presence&lt;br /&gt;
|Choose two creature tags besides humanoid. You gain +2 to your REF, ANT, and WILL against attacks made by creatures with one or both of those tags.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Name Recognition'''&lt;br /&gt;
|Know Your Enemy&lt;br /&gt;
|Your ancestral surname carries great weight. When you are in a settlement where someone sharing your surname has had Goodwill in the past 100 years, you have +2 on Gossiping, Leadership, and Persuading checks. When you are in a settlement where someone sharing your surname has had negative Goodwill in the past 100 years, you have +2 on Intuiting, Intimidating, and Menacing checks.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior II'''&lt;br /&gt;
|Name Recognition&lt;br /&gt;
|Gain the Whiplash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whiplash (1/Turn).''' You may strike out at all creatures in a straight line within double the normal reach of your whip. Make a single whip attack against the AR of each creature in the line. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Foe'''&lt;br /&gt;
|Whip Warrior II&lt;br /&gt;
|Deal +2 damage against creatures that have one or both of the tags you chose in Know Your Enemy.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike'''&lt;br /&gt;
|Family Foe&lt;br /&gt;
|Choose two conditions from the following list and gain the Stinging Strike ability. &lt;br /&gt;
&lt;br /&gt;
* '''Stinging Strike (1/Recoup).''' When you hit a creature with your Ancestral Weapon, you may impose either condition on the creature for a duration as listed after the condition. &lt;br /&gt;
&lt;br /&gt;
* Bleeding 1d4 (30 seconds)&lt;br /&gt;
* Dazed (end of your next turn)&lt;br /&gt;
* Deafened (30 seconds)&lt;br /&gt;
* Demoralized (30 seconds)&lt;br /&gt;
* Grappled (until it breaks the Grapple)&lt;br /&gt;
* Grounded (end of your next turn)&lt;br /&gt;
* Shaken (30 seconds)&lt;br /&gt;
* Slowed (30 seconds)&lt;br /&gt;
* Taunted (30 seconds)&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Technique'''&lt;br /&gt;
|Stinging Strike&lt;br /&gt;
|Choose one class: Berzerker, Pugilist, Ranger, Rogue, or Zealot. Gain the entry talent for the class you chose.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unending Rivalry'''&lt;br /&gt;
|Ancestral Technique&lt;br /&gt;
|Choose a specific kind of creature that has one or both of the tags you chose from Know Your Enemy. For example, if “undead” is one of the tags you chose, a specific kind of creature could be “skeletons” or “ghosts.” This refers to creatures that could justifiably be considered that type of creature and your MC will adjudicate each case.&lt;br /&gt;
Gain +2 to your defenses against attacks made by such creatures, and deal +2 damage against them. Furthermore, your crit range increases by +1 against such creatures.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior III'''&lt;br /&gt;
|Unending Rivalry&lt;br /&gt;
|Gain the Whirling Lash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whirling Lash (1/Turn).''' You may strike out at all creatures within a radius equal to your whip’s reach. Make a single whip attack against the AR of each creature in the radius. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mortal Enemy'''&lt;br /&gt;
|Whip Warrior III&lt;br /&gt;
|When a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its tags, you may use your Know Your Enemy, Family Foe, and Unending Rivalry abilities against this creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.&lt;br /&gt;
You may have one Mortal Enemy at a time.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whiplash Improvement'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|You can spend +1 AP to apply your whip’s Trip effect to each creature that you hit with Whiplash.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Uncaged'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athletics, observation, or survival tag.&lt;br /&gt;
When you crit, gain +1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Technique'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|When you hit a single creature with your whip attack, you may spend +2 AP to make a secondary attack against a target’s ANT. On a hit, you force them to drop one weapon or item they are holding, which lands at their feet.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike II'''&lt;br /&gt;
|Descendant 13&lt;br /&gt;
|When you finish Taking a Rest, you may reselect which conditions you may apply with Stinging Strike.&lt;br /&gt;
You may choose three conditions to pick from, instead of two, but still may only apply one condition when you use this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vengeful Heir'''&lt;br /&gt;
|Stinging Strike II&lt;br /&gt;
|Choose a third creature tag for your Know Your Enemy ability.&lt;br /&gt;
Gain another talent from the class you chose as your Ancestral Technique.&lt;br /&gt;
&lt;br /&gt;
You may have a number of Mortal Enemies equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Rest)''' When you use Stinging Strike against a Mortal Enemy, you may apply all of your selected conditions to it.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Immediately gain 2 more talents from the class you chose as your Ancestral Technique.&lt;br /&gt;
|''Warrior, Descendant, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14083</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14083"/>
		<updated>2025-10-28T23:35:13Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Urkou Warrior.png|thumb|Belozog Mishkova, repentant exile]]&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying.&amp;quot; - [[Belozog Mishkova]], repentant exile&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.&lt;br /&gt;
&lt;br /&gt;
What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Warrior Tracks&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Archer Track|'''Archer'''.]] An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Commander Track|'''Commander'''.]] A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Protection Track|Protection.]]''' You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Soldier Track|'''Soldier'''.]] You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Curseblade Track|Curseblade.]]''' ''Harker's Guide to Vampire Hunting.'' Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. &lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Descendant Track|Descendant.]]''' ''Harker's Guide to Vampire Hunting.'' Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Warrior Entry Talent ===&lt;br /&gt;
After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warrior Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Battlefield Tactician.''' Gain the Battlefield Tactician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Tactician (AWR+1/Recoup).''' Spend 1 AP on your turn to specify a target within 5 ft of you. Allies within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.&lt;br /&gt;
&lt;br /&gt;
'''Warrior Training.''' If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack.&lt;br /&gt;
|Warrior, Class Entry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
[[File:ArcheryTrack.png|center|frameless|534x534px|Archery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Archery Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Gain the Focus Target ability.&lt;br /&gt;
&lt;br /&gt;
* '''Focus Target.''' Spend 1 AP to specify a target you can see and that is within range of the ranged weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target suffers 1 TD on their next attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Overwatch&lt;br /&gt;
|You ignore Partial Cover against your Focused Target.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest'''&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking'''&lt;br /&gt;
|Sniper’s Nest&lt;br /&gt;
|You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim'''&lt;br /&gt;
|Stalking&lt;br /&gt;
|If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.&lt;br /&gt;
&lt;br /&gt;
* '''Impeccable Aim.''' Gain +10 to your attack rolls until the end of your turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter II'''&lt;br /&gt;
|Impeccable Aim&lt;br /&gt;
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fast Feet'''&lt;br /&gt;
|Sharpshooter II&lt;br /&gt;
|Gain the Tuck and Roll abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Tuck (1/Round).''' On your turn, you can move 5 ft for 0 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Roll (1/Turn).''' If a ranged attack or spell misses you, you may move 5 ft for 0 Reactive AP.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking II'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range for Stalking becomes half the range of the weapon you have equipped.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot'''&lt;br /&gt;
|Stalking II&lt;br /&gt;
|Gain the Headshot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Headshot (3/Rest).''' Declare you are attempting a headshot. Suffer -12 to your attack roll. On a hit, it is considered a crit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter III'''&lt;br /&gt;
|Headshot&lt;br /&gt;
|Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest II'''&lt;br /&gt;
|Sharpshooter III&lt;br /&gt;
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking III'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range is doubled for ranged weapon attacks against your Focused Target.&lt;br /&gt;
&lt;br /&gt;
Your range for Stalking becomes your equipped weapon’s range.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim II'''&lt;br /&gt;
|Stalking III&lt;br /&gt;
|Gain the Perfect Opportunity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Opportunity (1/Catch Breath).''' Activate Impeccable Aim without the conditions being met.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot II'''&lt;br /&gt;
|Impeccable Aim II&lt;br /&gt;
|With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Sharpshooter&lt;br /&gt;
|Gain the Overwatch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwatch.''' If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target II'''&lt;br /&gt;
|Overwatch&lt;br /&gt;
|You may now have a number of Focused Targets equal to 1⁄2 AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch II'''&lt;br /&gt;
|Focus Target II&lt;br /&gt;
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Suppressing Fire'''&lt;br /&gt;
|Overwatch II&lt;br /&gt;
|You may spend +2 AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target III'''&lt;br /&gt;
|Suppressing Fire&lt;br /&gt;
|Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch III'''&lt;br /&gt;
|Focus Target III&lt;br /&gt;
|Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target IV'''&lt;br /&gt;
|Overwatch III&lt;br /&gt;
|You may now have a number of Focused Targets equal to your AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire'''&lt;br /&gt;
|Focus Target IV&lt;br /&gt;
|Gain the Covering Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Covering Fire (AWR/Recoup).''' When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 Reactive AP to force the creature to roll the attack again and take the lower, potentially turning their hit into a miss.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch IV'''&lt;br /&gt;
|Covering Fire&lt;br /&gt;
|Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire II'''&lt;br /&gt;
|Overwatch IV&lt;br /&gt;
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target V'''&lt;br /&gt;
|Covering Fire II&lt;br /&gt;
|When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire III'''&lt;br /&gt;
|Focus Target V&lt;br /&gt;
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch V'''&lt;br /&gt;
|Covering Fire III&lt;br /&gt;
|If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Archer'''&lt;br /&gt;
|Archery 14&lt;br /&gt;
|You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You deal double damage.&lt;br /&gt;
* Your attacks that hit knock the target Prone.&lt;br /&gt;
* Striking a Prone target gives them the Pinned condition. (Escape DC = Your DEX + 10)&lt;br /&gt;
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.&lt;br /&gt;
|''Warrior, Archery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commander Track ===&lt;br /&gt;
[[File:CommanderTrack.png|center|frameless|700x700px|Commander Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Command Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.&lt;br /&gt;
&lt;br /&gt;
Gain the Battle Standard ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All allies within range gain +1 TA on their first attack made on each turn they start in range.&lt;br /&gt;
&lt;br /&gt;
Battle standards have AR, REF, and FORT of 15. They have20 HP, DR 20/Fire, and DT 10.&lt;br /&gt;
&lt;br /&gt;
Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Battle Standard'''&lt;br /&gt;
|Battle Command Focus&lt;br /&gt;
|Allies now gain TA on all attacks while within range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Your battle standard’s range increases by +10 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range II'''&lt;br /&gt;
|Battle Standard Range&lt;br /&gt;
|Your battle standard’s range increases by +20 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range III'''&lt;br /&gt;
|Battle Standard Range II&lt;br /&gt;
|Your battle standard’s range increases by +30 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extra Standard'''&lt;br /&gt;
|Battle Standard Range III&lt;br /&gt;
|You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|''Repeatable.'' Your battle standard gains +10 HP.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard II'''&lt;br /&gt;
|Reinforced Standard&lt;br /&gt;
|Your battle standard gains +5 DT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard III'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Your battle standard gains +5 AR, REF, and FORT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Repairs'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Allies within range of your battle standard gain the Rallied condition.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard II'''&lt;br /&gt;
|Rallying Standard&lt;br /&gt;
|While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner'''&lt;br /&gt;
|Rallying Standard II&lt;br /&gt;
|Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner II'''&lt;br /&gt;
|Under the Banner&lt;br /&gt;
|While allies are Rallied by your battle standard, they are Protected.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner III'''&lt;br /&gt;
|Under the Banner II&lt;br /&gt;
|While allies are Rallied by your battle standard, they gain +2 to their mental defenses.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer II'''&lt;br /&gt;
|Standard Bearer&lt;br /&gt;
|Your standard bearer gains HP equal to your number of Warrior talents + your AWR.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer III'''&lt;br /&gt;
|Standard Bearer II&lt;br /&gt;
|Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer IV'''&lt;br /&gt;
|Standard Bearer III&lt;br /&gt;
|Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer V'''&lt;br /&gt;
|Standard Bearer IV&lt;br /&gt;
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.&lt;br /&gt;
&lt;br /&gt;
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one specialization talent.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Gain the Command ability and the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Command.''''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands.&lt;br /&gt;
&lt;br /&gt;
Gain the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Attack.''''' (X AP) The target immediately makes an attack with a weapon they are holding, gaining +1 TA. This costs you a number of AP equal to what it would cost the target.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''To Me!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Tactical Repositioning command.&lt;br /&gt;
&lt;br /&gt;
* '''''Tactical Repositioning.''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hold!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Hold your Ground and Hold your Fire commands.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Ground.''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Fire.''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells on their next turn. They specify a trigger to make those prepared attacks or spell casts reactively, if they have the Reactive AP to do so. Triggers may be “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire!'''&lt;br /&gt;
|Hold!&lt;br /&gt;
|Gain the Fire! command.&lt;br /&gt;
&lt;br /&gt;
* '''''Fire!.''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forward!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Charge command.&lt;br /&gt;
&lt;br /&gt;
* '''''Charge.''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement'''&lt;br /&gt;
|Command&lt;br /&gt;
|Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement II'''&lt;br /&gt;
|Command Improvement&lt;br /&gt;
|''Repeatable.'' Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement III'''&lt;br /&gt;
|Command Improvement II&lt;br /&gt;
|Targets of your Command ability may also immediately move up to 5 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement IV'''&lt;br /&gt;
|Command Improvement III&lt;br /&gt;
|Targets must be able to see or hear you to benefit from Command, instead of only hearing you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactician’s Command'''&lt;br /&gt;
|Command&lt;br /&gt;
|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a battle standard, it deals +4 damage.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Command'''&lt;br /&gt;
|Tactician’s Command&lt;br /&gt;
|When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imposing Battle Standard'''&lt;br /&gt;
|Battle Standard Command&lt;br /&gt;
|Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician II'''&lt;br /&gt;
|Command &lt;br /&gt;
|Your Battlefield Tactician ability no longer fades on the previous target when you use it again.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry'''&lt;br /&gt;
|Battlefield Tactician II, COR 4&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry (1/Rest).''' Spend 5 AP to give all creatures of your choice who can hear you and are currently under a battle standard +2 AP at the beginning of their next turn.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry III'''&lt;br /&gt;
|War Cry II&lt;br /&gt;
|Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry IV'''&lt;br /&gt;
|War Cry III&lt;br /&gt;
|Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry V'''&lt;br /&gt;
|War Cry IV&lt;br /&gt;
|War Cry becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement'''&lt;br /&gt;
|Battlefield Tactician II&lt;br /&gt;
|Your Battlefield Tactician ability gains +20 ft range when specifying a target.&lt;br /&gt;
|''Warrior, Comander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement II'''&lt;br /&gt;
|Battlefield Tactician Improvement&lt;br /&gt;
|If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement III'''&lt;br /&gt;
|Battlefield Tactician Improvement II&lt;br /&gt;
|You no longer need to see the target for Battlefield Tactician to remain active.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement IV'''&lt;br /&gt;
|Battlefield Tactician Improvement III&lt;br /&gt;
|Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Great General'''&lt;br /&gt;
|Commander 14&lt;br /&gt;
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.&lt;br /&gt;
&lt;br /&gt;
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.&lt;br /&gt;
|''Warrior, Commander, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protection Track ===&lt;br /&gt;
[[File:ProtectionTrack.png|center|frameless|494x494px|Protection Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy suffer 1 TD against a target other than you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Engage'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Engage.''' Spend 2 AP to give a creature within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Intercept'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Intercept ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercept (AWR/Recoup).''' When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Shields Up'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Shields Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise your AR, FORT, and REF, and that of all friendly targets within 5 ft of you, by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this is wielding a shield, they gain an additional +1.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Challenge'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|Targets you have Engaged are now considered Taunted by you as well.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battering Ram'''&lt;br /&gt;
|Protection: Intercept&lt;br /&gt;
|When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battlefield Support'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Challenging Shout'''&lt;br /&gt;
|Protection II: Any, Protection: Engage&lt;br /&gt;
|Gain the Challenging Shout ability.&lt;br /&gt;
&lt;br /&gt;
* '''Challenging Shout (1/Catch Breath).''' When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they are Taunted by you until the end of their next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Opportunistic Interception'''&lt;br /&gt;
|Protection II: Any, Protection: Intercept&lt;br /&gt;
|Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Take Heart'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Take Heart ability.&lt;br /&gt;
&lt;br /&gt;
* '''Take Heart (AWR/Rest).''' Spend 1 AP to give a target within 30 ft of you that can hear you Shield HP equal to your AWR.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Engage II'''&lt;br /&gt;
|Protection III: Any, Protection: Engage&lt;br /&gt;
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Intercept II'''&lt;br /&gt;
|Protection III: Any, Protection: Intercept&lt;br /&gt;
|The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Shields Up II'''&lt;br /&gt;
|Protection III: Any, Protection: Shields Up&lt;br /&gt;
|When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you spend.&lt;br /&gt;
&lt;br /&gt;
Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Positioning'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Warrior's Fury'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|When you become Bloodied, your speed increases by +10 ft until the end of your next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Battlefield Support II'''&lt;br /&gt;
|Protection IV: Any, Protection II: Battlefield Support&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Defender's Armor'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain DR 5 against targets that you have Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Warrior's Preparation'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Take Heart II'''&lt;br /&gt;
|Protection V: Any, Protection III: Take Heart&lt;br /&gt;
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Engage III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Engage II, Protection 10&lt;br /&gt;
|Gain the Crowd Control ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crowd Control.''' Spend 2 AP to give all creatures within 5 ft of you the Engaged condition. When Engaging targets in this way, they take no damage from your reactive attack; instead, on a hit, they are Suppressed until the end of their current turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Intercept III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Intercept II, Protection I: Shields Up, Protection 10&lt;br /&gt;
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Shields Up III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Shields Up II, Protection 10&lt;br /&gt;
|When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Defender's Superiority'''&lt;br /&gt;
|Protection VII: Any&lt;br /&gt;
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.&lt;br /&gt;
&lt;br /&gt;
* '''Defender’s Superiority (AWR/Rest).''' Add your AWR to the attack roll.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Take Heart III'''&lt;br /&gt;
|Protection VII: Any, Protection VI: Take Heart II&lt;br /&gt;
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Battlefield Support III'''&lt;br /&gt;
|Protection VII: Any, Protection V: Battlefield Support II&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Defender'''&lt;br /&gt;
|Protection 14&lt;br /&gt;
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.&lt;br /&gt;
&lt;br /&gt;
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year).&lt;br /&gt;
&lt;br /&gt;
In addition, gain the Last Stand ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand (1/Week).''' When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects:&lt;br /&gt;
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn.&lt;br /&gt;
** The creature reduced to 0 HP regains 1 HP.&lt;br /&gt;
** If the creature who triggered Last Stand is not you, you can move into their current square, and they can move up to their speed 0 for AP.&lt;br /&gt;
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Protection, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier Track ===&lt;br /&gt;
[[File:SoldierTrack.png|center|frameless|530x530px|Soldier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained Soldier'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one ally are within melee range of the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal'''&lt;br /&gt;
|Trained Soldier&lt;br /&gt;
|You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal II'''&lt;br /&gt;
|Versatile Arsenal&lt;br /&gt;
|You may use STR as your attack and damage attribute for longbows and standing longbows.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting'''&lt;br /&gt;
|Versatile Arsenal II&lt;br /&gt;
|You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting II'''&lt;br /&gt;
|Blind Fighting&lt;br /&gt;
|The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity'''&lt;br /&gt;
|Blind Fighting II&lt;br /&gt;
|You gain the [[Specialization Talents|Exploitative specialization talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist specialization talent]].&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity II'''&lt;br /&gt;
|Soldier’s Opportunity&lt;br /&gt;
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary STR attack against their FORT. On a hit, they are knocked Prone.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity III'''&lt;br /&gt;
|Soldier’s Opportunity II&lt;br /&gt;
|You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal III'''&lt;br /&gt;
|Soldier’s Opportunity III&lt;br /&gt;
|You can carry one additional item with the unwieldy tag. A number of allies equal to your AWR who travel with you for a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.&lt;br /&gt;
&lt;br /&gt;
* '''Disciplined Drills (1/Week).''' If you spend 8 hours training, you can reassign any Talent Points spent in the Combat specialization stack, picking new talents from the same stack.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting III'''&lt;br /&gt;
|Versatile Arsenal III&lt;br /&gt;
|The range of Blind Fighting increases to 15 ft.&lt;br /&gt;
&lt;br /&gt;
Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown'''&lt;br /&gt;
|Blind Fighting III&lt;br /&gt;
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.&lt;br /&gt;
&lt;br /&gt;
* '''Showdown (1/Week).''' Specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your character level, and all of your defenses equal your ANT, unless they would be higher otherwise.&lt;br /&gt;
&lt;br /&gt;
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown II'''&lt;br /&gt;
|Showdown&lt;br /&gt;
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR.&lt;br /&gt;
&lt;br /&gt;
While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied, and if you lost your last Showdown, you deal +2 damage.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown III'''&lt;br /&gt;
|Showdown II&lt;br /&gt;
|Double every numerical value of Showdown II.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arete'''&lt;br /&gt;
|Showdown III&lt;br /&gt;
|Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Indomitable Champion'''&lt;br /&gt;
|Arete&lt;br /&gt;
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible for you to be slain in battle. Gain the Indomitable Champion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Indomitable Champion.''' If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.&lt;br /&gt;
** If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means creating a new character and handing over narrative control to your MC. &lt;br /&gt;
** If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' If you reach level 30 without using your Indomitable Champion ability, you gain +2 STR and the final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Soldier, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Curseblade2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Curseblade Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Whether inherited or stumbled upon, the Curseblade is a keeper of darkness, perhaps themselves cursed to shepherd powers beyond them. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curseblades are victims of happenstance, those drawn into their role by chance, while others belong to orders that bind hateful and vicious spirits to wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cursed Blade'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.&lt;br /&gt;
Additionally, your Curseblade gains one of the following base properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Balanced:''''' Your weapon no longer counts as unwieldy.&lt;br /&gt;
&lt;br /&gt;
* '''''Dualistic:''''' For 2 AP, you may create a copy of your weapon for 1 minute so long as it possesses the light tag. This weapon gains the use of any Curseblade talents that apply to your original Curseblade.&lt;br /&gt;
&lt;br /&gt;
* '''''Featherweight:''''' Your weapon gains the light tag if it did not already possess it. This cannot be added to weapons with the two-handed tag.&lt;br /&gt;
* '''''Halfhand:''''' You treat a weapon with the hand-and-a-half tag as if it is always being wielded in two hands.&lt;br /&gt;
* '''''Overbearing (2/Recoup):''''' When you hit a creature with this weapon you may expend 1 AP to make a secondary attack against their FORT. On a hit, you knock that creature Prone.&lt;br /&gt;
* '''''Overreach:''''' Your weapon’s reach extends by 5 ft.&lt;br /&gt;
* '''''Returning:''''' Your weapon gains Thrown 30 ft. For 1 AP, you may recall your weapon back to your hand if it is within 30 ft of you. If your weapon already possesses a Thrown range this doubles it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade'''&lt;br /&gt;
|Cursed Blade&lt;br /&gt;
|Your Curseblade grants a +1 to attack and damage when you are wielding it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Spirit Blade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Blade (2/Rest).''' Choose any defense other than AR. For 2 AP, you may activate Spirit Blade for 1 minute. Your Curseblade attacks target that defense for the duration.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Imbued Force ability.&lt;br /&gt;
&lt;br /&gt;
* '''Imbued Force (2/Rest) .''' For 2 AP, you may activate Imbued Force, dealing +1d4 damage with your attacks from your Curseblade for 1 minute.  Based on your spirit’s tag, choose one damage type; your extra damage from this ability is of that type.&lt;br /&gt;
** Arcane: cold or fire&lt;br /&gt;
** Occult: necrotic or toxic&lt;br /&gt;
** Primal: corrosive or lightning&lt;br /&gt;
&lt;br /&gt;
You may only have one instance of Imbued Force active at a time.&lt;br /&gt;
&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade II'''&lt;br /&gt;
|Spirit Blade or Imbued Force&lt;br /&gt;
|Choose an additional base property from the Cursed Blade talent to apply to your Curseblade. Your crit range increases by +1 against creatures that share the same tag as your Curseblade’s spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade II'''&lt;br /&gt;
|Imbued Blade II, Spirit Blade&lt;br /&gt;
|You regain +1 use of Spirit Blade whenever you Recoup. While Spirit Blade is active, any attacks you make against creatures that share your spirit’s tag deal +1d4 damage of your weapon’s damage type.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force II'''&lt;br /&gt;
|Imbued Blade II, Imbued Force&lt;br /&gt;
|You regain +1 use of Imbued Force whenever you Recoup. The added damage from Imbued Force becomes +1d6 and you may now choose between either damage type associated with your spirit’s tag when activating Imbued Force.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing'''&lt;br /&gt;
|Imbued Blade II&lt;br /&gt;
|You may, over the course of an hour, change your Curseblade into a different melee weapon. At the end of this process you may reassign both of your Curseblade’s base properties.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade III'''&lt;br /&gt;
|Spirit Blade II or Imbued Force II, Curseblade 7&lt;br /&gt;
|Imbued Blade becomes +2.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade III'''&lt;br /&gt;
|Imbued Blade III, Spirit blade II&lt;br /&gt;
|Spirit Blade’s recharge becomes 1⁄2 X/Rest. You gain +1 TA with attacks you make against creatures per tag they share with your spirit.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force III'''&lt;br /&gt;
|Imbued Blade III, Imbued Force II&lt;br /&gt;
|Imbued Force’s recharge becomes 1⁄2 X/Rest. The added damage from Imbued Force becomes +1d8. You may have no more than two instances of Imbued Force active at a time.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing II'''&lt;br /&gt;
|Imbued Blade III, Morphing&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may now morph your weapon into any melee weapon for 4 AP. This occurs instantaneously, and you may reassign both of your Curseblade’s properties.&lt;br /&gt;
&lt;br /&gt;
Every time you take this talent, you gain +2 uses per Rest.&lt;br /&gt;
|''Warrior, Curseblade, Repeatable, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade IV'''&lt;br /&gt;
|Spirit Blade III or Imbued Force III&lt;br /&gt;
|Your Curseblade gains one of the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Explosive Burst (2/Rest):''''' You expel a blast of power for 4 AP. Make an attack with your Curseblade against the FORT of every creature of your choice in a 15 ft cone in front of you. On a hit, the creature takes your weapon’s normal damage and is either knocked back 5 ft or knocked Prone (choose upon using this ability). &lt;br /&gt;
* '''''Scything Blow (2/Rest):''''' For 4 AP you may make an attack with your Curseblade against the REF of a creature you can see within 30 ft of you. This attack also targets every creature of your choice between you and your target. On a hit, the creature takes additional damage that is +1⁄2 X. At the end of this attack you teleport to the original target of the attack.&lt;br /&gt;
* '''''Whirling Dervish (2/Rest):''''' You create a vortex of swirling energy for 4 AP. Make a magic attack against the REF of every creature of your choice in a 10 ft radius around you. Use X if you do not have a magic attribute. On a hit, the creature takes additional damage that is +1⁄2 X. &lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Property'''&lt;br /&gt;
|Imbued Blade IV&lt;br /&gt;
|Your Curseblade gains one of the following advanced properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Draining (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of HP from it equal to 1⁄2 X, regaining that much HP yourself. If you are Bloodied, you regain twice as many hit points. &lt;br /&gt;
* '''''Impossible Design:''''' This weapon loses the two-handed tag and gains the one-handed tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Quick:''''' Reduce the APC of the weapon and its min APC by 1 (min 1).&lt;br /&gt;
&lt;br /&gt;
* '''''Searing (1/Recoup):''''' You gain a +2 bonus to damage rolls with your Curseblade for 1 minute.&lt;br /&gt;
* '''''Siphoning (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of SP from it equal to 1⁄2 X, regaining that much SP yourself. If a creature does not have SP, this ability does not function.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade V'''&lt;br /&gt;
|Curseblade 12&lt;br /&gt;
|You regain +1 use of the ability you chose from Imbued Blade IV whenever you Recoup.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit'''&lt;br /&gt;
|Curseblade&lt;br /&gt;
|You gain the magic entry talent for the magic source that corresponds to your spirit’s tag if you do not already have it. If you already have it, gain +5 SP and +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. Whenever you gain a talent from this track with the cursemagic tag, including this one, you gain +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. This works retroactively if you have already taken talents with the cursemagic tag.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit II'''&lt;br /&gt;
|Awakened Spirit&lt;br /&gt;
|Choose a creature tag: celestial, eldritch, elemental, fae, or fiend. Your spirit gains that tag. You gain an additional feature depending on your choice:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Resist Divine +3.&lt;br /&gt;
* '''''Eldritch:''''' Resist Arcane +3.&lt;br /&gt;
* '''''Elemental:''''' Choose either cold, corrosive, fire, or lightning damage. Gain Absorb +5 of that type of damage&lt;br /&gt;
* '''''Fae:''''' You gain Resist Charmed +5.&lt;br /&gt;
* '''''Fiend:''''' Resist Occult +3.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Gain the Dualistic Mind ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dualistic Mind (2/Recoup).''' You can call upon your spirit to bolster your defenses. When an attack against your LOG (arcane spirit), ANT (primal spirit), or WILL (occult spirit) hits you, you may spend 1 Reactive AP to call on your spirit to aid you. Roll 1d4 and add it to your defense against the attack. If the attack misses, your Curseblade steals the energy of the attack, granting you +1 TA to your next attack. &lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind II'''&lt;br /&gt;
|Dualistic Mind&lt;br /&gt;
|Your spirit’s being begins to influence your own. You gain a +2 bonus to any attribute checks you make while interacting with a creature that shares the same tags as your spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind III'''&lt;br /&gt;
|Dualistic Mind II&lt;br /&gt;
|Choose one defense out of AR, REF, or FORT. You may now use the 1d4 from Dualistic Mind for that defense as well.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul'''&lt;br /&gt;
|Dualistic Mind III, Awakened Spirit III&lt;br /&gt;
|The very essence of your spirit’s soul begins to seep into yours. You you gain a feature associated with your spirit’s tag:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When making AWR/Intuiting checks, roll 2d20 and keep the higher. You learn any one divine ritual you possess the prerequisite for. Treat either your Arcane, Primal, or Occult Power as Divine Power to qualify for this ritual.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' You can identify any arcane spell or effect without a roll and may learn any one arcane spell with an SPC equal to, or less than, your level. You may use this spell even if you are normally incapable of casting arcane magic, and may use your Essence to cast this spell, as described in Awakened Spirit III.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You can identify any primal spell or effect without a roll and may learn any one primal invocation you possess the prerequisite for. If you do not have Primal Power, treat either your Arcane or Occult Power as Primal to determine your Primal Tier to qualify for this invocation.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' A creature has a hard time telling if you are lying. When you make a CHA/Deceiving check, roll 2d20 and take the higher. You gain Immune Engaged.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' You can identify any occult spell or effect without a roll and may learn any one occult ritual you possess the prerequisite for. If you do not have Occult Power, treat either your Arcane or Primal Power as Occult to qualify for this ritual.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul II'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|Your attunement to your spirit extends to its supernatural awareness. You cannot be Partially Surprised, and if you would be Completely Surprised, treat it as Partially Surprised instead.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual Embodiment'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|You no longer need to sleep, thanks to the mystic bond you share with your Curseblade.&lt;br /&gt;
You have gained a unique understanding of your spirit and may now spend 8 hours conducting a ritual to transfer it to a new home. This new vessel can be any one-handed, hand-and-a-half, or two-handed weapon. It can be a magicalweapon as well, with an Essence cost no greater than your level + X. You may conduct this ritual while Taking a Rest.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit III'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Learn 3 spells from the magic source for which you possess the entry talent for. Additionally, choose any 2 spells you know (including those learned from this talent). When you cast these spells, you may choose to deal damage to yourself equal to that spell’s SPC as your Curseblade uses your Essence to fuel its power, reducing its SPC to 0 for that casting. These spells cannot have an SPC greater than twice your level.&lt;br /&gt;
If this damage reduces you to 0 HP, you gain +2 Death Points.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit IV'''&lt;br /&gt;
|Awakened Spirit III&lt;br /&gt;
|Gain a new ability depending on your spirit’s tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Gain +2 Skill Points that you can spend on any skill with the influence or knowledge tag. Whenever you deal damage with your Curseblade, or any of your Curseblade abilities, you may spend 2 AP to make the damage radiant. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Gain +2 Skills Points that you can spend on any skill with the crafting or knowledge tag. Whenever you deal damage with a spell you may spend 2 AP to ignore any Resist a creature may have against that spell. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' Gain +2 Skills Points that you can spend on any skill with the stamina or survival tag. You ignore other creatures’ Resist from the damage type you picked from Awakened Spirit II..&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' Gain +2 Skills Points that you can spend on any skill with the luck or performance tag. When you hit a creature with your Curseblade, you may spend 2 AP to make a magic attack against that creature’s WILL. Use X if you do not have a magic attribute. On a hit, that creature is Charmed by you for 1 minute or until they take any damage. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' Gain +2 Skills Points that you can spend on any skill with the influence or stamina tag. When you hit a creature with your Curseblade you may spend 1 AP to make a magic attack against that creature’s FORT. Use X if you do not have a magic attribute. On a hit, you knock that creature Prone and push it 5 ft.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit V'''&lt;br /&gt;
|Awakened Spirit IV, Curseblade 12&lt;br /&gt;
|Choose 2 spells you know. These spells can now be cast with your Essence, as described in Awakened Spirit III.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Keeper'''&lt;br /&gt;
|Awakened Spirit II, Imbued Blade V, Curseblade 14&lt;br /&gt;
|You strike an amicable relationship with the spirit held within your Curseblade (or entirely bend it to your will), merging your wills into one. You gain unique abilities as a result of that combination.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When you hit a creature with your Curseblade, the divine wounds turn to holy vitae, splashing any creature within 5 ft with holy water. This version of holy water deals 1d10 radiant damage to any creature you designate as an enemy, and grants 1d4 Shield HP to any creature you designate as an ally. This occurs and lasts for the duration of your Spirit Blade or Imbued Force abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Your Awakened Spirit IV feature becomes 1 AP cost and 2/Recoup recharge.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You may choose a second damage type from your Awaken Spirit II talent. This grants you the Absorb from the same talent, and you may add that damage type to the damage done from attacks and spells. If that creature does not have Resist to both, it is treated as if it had Resist to neither.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' You may reach out to every weapon or natural weapon within a 10 ft radius from you for 4 AP. Make a magic attack against its wielder’s ANT. Use X if you do not have a magic attribute. On a hit, that weapon animates and damages its wielder, using their own damage calculation. You may use this ability 1⁄2 X/Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' When you knock a creature Prone or push a creature at least 5 ft, they take additional blunt damage equal to your END.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).&lt;br /&gt;
|}&lt;br /&gt;
[[File:Descendant2.png|thumb|431x431px]]&lt;br /&gt;
&lt;br /&gt;
=== Descendant Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. Some Descendants are fueled by vengeance for families lost, others dedicate themselves to hunting down every vestige of their sworn foes, and some few find themselves locked into battles not of their choosing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Weapon'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose any single whip. You are given that weapon, you find it, or it is a weapon you already possess; this is an Ancestral Weapon that your forebears used to wield. Gain the Family Heirloom talent, ignoring its prerequisites, and apply it to the whip that you just gained.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior'''&lt;br /&gt;
|Ancestral Weapon&lt;br /&gt;
|You are particularly adept with whips. Making a secondary attack with a whip to Trip a creature now only costs you 1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidating Presence'''&lt;br /&gt;
|Whip Warrior&lt;br /&gt;
|Gain +2 to Menacing and Intimidating.&lt;br /&gt;
You may have two targets of your Battlefield Tactician ability at a time. If you would target a third creature, choose which previous creature is no longer subject to this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Intimidating Presence&lt;br /&gt;
|Choose two creature tags besides humanoid. You gain +2 to your REF, ANT, and WILL against attacks made by creatures with one or both of those tags.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Name Recognition'''&lt;br /&gt;
|Know Your Enemy&lt;br /&gt;
|Your ancestral surname carries great weight. When you are in a settlement where someone sharing your surname has had Goodwill in the past 100 years, you have +2 on Gossiping, Leadership, and Persuading checks. When you are in a settlement where someone sharing your surname has had negative Goodwill in the past 100 years, you have +2 on Intuiting, Intimidating, and Menacing checks.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior II'''&lt;br /&gt;
|Name Recognition&lt;br /&gt;
|Gain the Whiplash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whiplash (1/Turn).''' You may strike out at all creatures in a straight line within double the normal reach of your whip. Make a single whip attack against the AR of each creature in the line. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Foe'''&lt;br /&gt;
|Whip Warrior II&lt;br /&gt;
|Deal +2 damage against creatures that have one or both of the tags you chose in Know Your Enemy.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike'''&lt;br /&gt;
|Family Foe&lt;br /&gt;
|Choose two conditions from the following list and gain the Stinging Strike ability. &lt;br /&gt;
&lt;br /&gt;
* '''Stinging Strike (1/Recoup).''' When you hit a creature with your Ancestral Weapon, you may impose either condition on the creature for a duration as listed after the condition. &lt;br /&gt;
&lt;br /&gt;
* Bleeding 1d4 (30 seconds)&lt;br /&gt;
* Dazed (end of your next turn)&lt;br /&gt;
* Deafened (30 seconds)&lt;br /&gt;
* Demoralized (30 seconds)&lt;br /&gt;
* Grappled (until it breaks the Grapple)&lt;br /&gt;
* Grounded (end of your next turn)&lt;br /&gt;
* Shaken (30 seconds)&lt;br /&gt;
* Slowed (30 seconds)&lt;br /&gt;
* Taunted (30 seconds)&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Technique'''&lt;br /&gt;
|Stinging Strike&lt;br /&gt;
|Choose one class: Berzerker, Pugilist, Ranger, Rogue, or Zealot. Gain the entry talent for the class you chose.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unending Rivalry'''&lt;br /&gt;
|Ancestral Technique&lt;br /&gt;
|Choose a specific kind of creature that has one or both of the tags you chose from Know Your Enemy. For example, if “undead” is one of the tags you chose, a specific kind of creature could be “skeletons” or “ghosts.” This refers to creatures that could justifiably be considered that type of creature and your MC will adjudicate each case.&lt;br /&gt;
Gain +2 to your defenses against attacks made by such creatures, and deal +2 damage against them. Furthermore, your crit range increases by +1 against such creatures.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior III'''&lt;br /&gt;
|Unending Rivalry&lt;br /&gt;
|Gain the Whirling Lash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whirling Lash (1/Turn).''' You may strike out at all creatures within a radius equal to your whip’s reach. Make a single whip attack against the AR of each creature in the radius. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mortal Enemy'''&lt;br /&gt;
|Whip Warrior III&lt;br /&gt;
|When a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its tags, you may use your Know Your Enemy, Family Foe, and Unending Rivalry abilities against this creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.&lt;br /&gt;
You may have one Mortal Enemy at a time.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whiplash Improvement'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|You can spend +1 AP to apply your whip’s Trip effect to each creature that you hit with Whiplash.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Uncaged'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athletics, observation, or survival tag.&lt;br /&gt;
When you crit, gain +1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Technique'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|When you hit a single creature with your whip attack, you may spend +2 AP to make a secondary attack against a target’s ANT. On a hit, you force them to drop one weapon or item they are holding, which lands at their feet.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike II'''&lt;br /&gt;
|Descendant 13&lt;br /&gt;
|When you finish Taking a Rest, you may reselect which conditions you may apply with Stinging Strike.&lt;br /&gt;
You may choose three conditions to pick from, instead of two, but still may only apply one condition when you use this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vengeful Heir'''&lt;br /&gt;
|Stinging Strike II&lt;br /&gt;
|Choose a third creature tag for your Know Your Enemy ability.&lt;br /&gt;
Gain another talent from the class you chose as your Ancestral Technique.&lt;br /&gt;
&lt;br /&gt;
You may have a number of Mortal Enemies equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Rest)''' When you use Stinging Strike against a Mortal Enemy, you may apply all of your selected conditions to it.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Immediately gain 2 more talents from the class you chose as your Ancestral Technique.&lt;br /&gt;
|''Warrior, Descendant, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14082</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14082"/>
		<updated>2025-10-28T23:28:10Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Urkou Warrior.png|thumb|Belozog Mishkova, repentant exile]]&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying.&amp;quot; - [[Belozog Mishkova]], repentant exile&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.&lt;br /&gt;
&lt;br /&gt;
What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Warrior Tracks&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Archer Track|'''Archer'''.]] An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Commander Track|'''Commander'''.]] A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Protection Track|Protection.]]''' You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Soldier Track|'''Soldier'''.]] You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Curseblade Track|Curseblade.]]''' ''Harker's Guide to Vampire Hunting.'' Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. &lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Descendant Track|Descendant.]]''' ''Harker's Guide to Vampire Hunting.'' Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Warrior Entry Talent ===&lt;br /&gt;
After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warrior Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Battlefield Tactician.''' Gain the Battlefield Tactician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Tactician (AWR+1/Recoup).''' Spend 1 AP on your turn to specify a target within 5 ft of you. Allies within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.&lt;br /&gt;
&lt;br /&gt;
'''Warrior Training.''' If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack.&lt;br /&gt;
|Warrior, Class Entry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
[[File:ArcheryTrack.png|center|frameless|534x534px|Archery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Archery Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Gain the Focus Target ability.&lt;br /&gt;
&lt;br /&gt;
* '''Focus Target.''' Spend 1 AP to specify a target you can see and that is within range of the ranged weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target suffers 1 TD on their next attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Overwatch&lt;br /&gt;
|You ignore Partial Cover against your Focused Target.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest'''&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking'''&lt;br /&gt;
|Sniper’s Nest&lt;br /&gt;
|You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim'''&lt;br /&gt;
|Stalking&lt;br /&gt;
|If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.&lt;br /&gt;
&lt;br /&gt;
* '''Impeccable Aim.''' Gain +10 to your attack rolls until the end of your turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter II'''&lt;br /&gt;
|Impeccable Aim&lt;br /&gt;
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fast Feet'''&lt;br /&gt;
|Sharpshooter II&lt;br /&gt;
|Gain the Tuck and Roll abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Tuck (1/Round).''' On your turn, you can move 5 ft for 0 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Roll (1/Turn).''' If a ranged attack or spell misses you, you may move 5 ft for 0 Reactive AP.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking II'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range for Stalking becomes half the range of the weapon you have equipped.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot'''&lt;br /&gt;
|Stalking II&lt;br /&gt;
|Gain the Headshot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Headshot (3/Rest).''' Declare you are attempting a headshot. Suffer -12 to your attack roll. On a hit, it is considered a crit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter III'''&lt;br /&gt;
|Headshot&lt;br /&gt;
|Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest II'''&lt;br /&gt;
|Sharpshooter III&lt;br /&gt;
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking III'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range is doubled for ranged weapon attacks against your Focused Target.&lt;br /&gt;
&lt;br /&gt;
Your range for Stalking becomes your equipped weapon’s range.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim II'''&lt;br /&gt;
|Stalking III&lt;br /&gt;
|Gain the Perfect Opportunity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Opportunity (1/Catch Breath).''' Activate Impeccable Aim without the conditions being met.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot II'''&lt;br /&gt;
|Impeccable Aim II&lt;br /&gt;
|With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Sharpshooter&lt;br /&gt;
|Gain the Overwatch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwatch.''' If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target II'''&lt;br /&gt;
|Overwatch&lt;br /&gt;
|You may now have a number of Focused Targets equal to 1⁄2 AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch II'''&lt;br /&gt;
|Focus Target II&lt;br /&gt;
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Suppressing Fire'''&lt;br /&gt;
|Overwatch II&lt;br /&gt;
|You may spend +2 AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target III'''&lt;br /&gt;
|Suppressing Fire&lt;br /&gt;
|Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch III'''&lt;br /&gt;
|Focus Target III&lt;br /&gt;
|Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target IV'''&lt;br /&gt;
|Overwatch III&lt;br /&gt;
|You may now have a number of Focused Targets equal to your AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire'''&lt;br /&gt;
|Focus Target IV&lt;br /&gt;
|Gain the Covering Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Covering Fire (AWR/Recoup).''' When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 Reactive AP to force the creature to roll the attack again and take the lower, potentially turning their hit into a miss.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch IV'''&lt;br /&gt;
|Covering Fire&lt;br /&gt;
|Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire II'''&lt;br /&gt;
|Overwatch IV&lt;br /&gt;
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target V'''&lt;br /&gt;
|Covering Fire II&lt;br /&gt;
|When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire III'''&lt;br /&gt;
|Focus Target V&lt;br /&gt;
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch V'''&lt;br /&gt;
|Covering Fire III&lt;br /&gt;
|If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Archer'''&lt;br /&gt;
|Archery 14&lt;br /&gt;
|You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You deal double damage.&lt;br /&gt;
* Your attacks that hit knock the target Prone.&lt;br /&gt;
* Striking a Prone target gives them the Pinned condition. (Escape DC = Your DEX + 10)&lt;br /&gt;
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.&lt;br /&gt;
|''Warrior, Archery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commander Track ===&lt;br /&gt;
[[File:CommanderTrack.png|center|frameless|700x700px|Commander Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Command Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.&lt;br /&gt;
&lt;br /&gt;
Gain the Battle Standard ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All allies within range gain +1 TA on their first attack made on each turn they start in range.&lt;br /&gt;
&lt;br /&gt;
Battle standards have AR, REF, and FORT of 15. They have20 HP, DR 20/Fire, and DT 10.&lt;br /&gt;
&lt;br /&gt;
Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Battle Standard'''&lt;br /&gt;
|Battle Command Focus&lt;br /&gt;
|Allies now gain TA on all attacks while within range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Your battle standard’s range increases by +10 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range II'''&lt;br /&gt;
|Battle Standard Range&lt;br /&gt;
|Your battle standard’s range increases by +20 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range III'''&lt;br /&gt;
|Battle Standard Range II&lt;br /&gt;
|Your battle standard’s range increases by +30 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extra Standard'''&lt;br /&gt;
|Battle Standard Range III&lt;br /&gt;
|You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|''Repeatable.'' Your battle standard gains +10 HP.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard II'''&lt;br /&gt;
|Reinforced Standard&lt;br /&gt;
|Your battle standard gains +5 DT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard III'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Your battle standard gains +5 AR, REF, and FORT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Repairs'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Allies within range of your battle standard gain the Rallied condition.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard II'''&lt;br /&gt;
|Rallying Standard&lt;br /&gt;
|While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner'''&lt;br /&gt;
|Rallying Standard II&lt;br /&gt;
|Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner II'''&lt;br /&gt;
|Under the Banner&lt;br /&gt;
|While allies are Rallied by your battle standard, they are Protected.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner III'''&lt;br /&gt;
|Under the Banner II&lt;br /&gt;
|While allies are Rallied by your battle standard, they gain +2 to their mental defenses.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer II'''&lt;br /&gt;
|Standard Bearer&lt;br /&gt;
|Your standard bearer gains HP equal to your number of Warrior talents + your AWR.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer III'''&lt;br /&gt;
|Standard Bearer II&lt;br /&gt;
|Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer IV'''&lt;br /&gt;
|Standard Bearer III&lt;br /&gt;
|Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer V'''&lt;br /&gt;
|Standard Bearer IV&lt;br /&gt;
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.&lt;br /&gt;
&lt;br /&gt;
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one specialization talent.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Gain the Command ability and the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Command.''''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands.&lt;br /&gt;
&lt;br /&gt;
Gain the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Attack.''''' (X AP) The target immediately makes an attack with a weapon they are holding, gaining +1 TA. This costs you a number of AP equal to what it would cost the target.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''To Me!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Tactical Repositioning command.&lt;br /&gt;
&lt;br /&gt;
* '''''Tactical Repositioning.''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hold!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Hold your Ground and Hold your Fire commands.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Ground.''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Fire.''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells on their next turn. They specify a trigger to make those prepared attacks or spell casts reactively, if they have the Reactive AP to do so. Triggers may be “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire!'''&lt;br /&gt;
|Hold!&lt;br /&gt;
|Gain the Fire! command.&lt;br /&gt;
&lt;br /&gt;
* '''''Fire!.''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forward!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Charge command.&lt;br /&gt;
&lt;br /&gt;
* '''''Charge.''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement'''&lt;br /&gt;
|Command&lt;br /&gt;
|Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement II'''&lt;br /&gt;
|Command Improvement&lt;br /&gt;
|''Repeatable.'' Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement III'''&lt;br /&gt;
|Command Improvement II&lt;br /&gt;
|Targets of your Command ability may also immediately move up to 5 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement IV'''&lt;br /&gt;
|Command Improvement III&lt;br /&gt;
|Targets must be able to see or hear you to benefit from Command, instead of only hearing you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactician’s Command'''&lt;br /&gt;
|Command&lt;br /&gt;
|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a battle standard, it deals +4 damage.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Command'''&lt;br /&gt;
|Tactician’s Command&lt;br /&gt;
|When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imposing Battle Standard'''&lt;br /&gt;
|Battle Standard Command&lt;br /&gt;
|Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician II'''&lt;br /&gt;
|Command &lt;br /&gt;
|Your Battlefield Tactician ability no longer fades on the previous target when you use it again.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry'''&lt;br /&gt;
|Battlefield Tactician II, COR 4&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry (1/Rest).''' Spend 5 AP to give all creatures of your choice who can hear you and are currently under a battle standard +2 AP at the beginning of their next turn.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry III'''&lt;br /&gt;
|War Cry II&lt;br /&gt;
|Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry IV'''&lt;br /&gt;
|War Cry III&lt;br /&gt;
|Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry V'''&lt;br /&gt;
|War Cry IV&lt;br /&gt;
|War Cry becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement'''&lt;br /&gt;
|Battlefield Tactician II&lt;br /&gt;
|Your Battlefield Tactician ability gains +20 ft range when specifying a target.&lt;br /&gt;
|''Warrior, Comander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement II'''&lt;br /&gt;
|Battlefield Tactician Improvement&lt;br /&gt;
|If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement III'''&lt;br /&gt;
|Battlefield Tactician Improvement II&lt;br /&gt;
|You no longer need to see the target for Battlefield Tactician to remain active.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement IV'''&lt;br /&gt;
|Battlefield Tactician Improvement III&lt;br /&gt;
|Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Great General'''&lt;br /&gt;
|Commander 14&lt;br /&gt;
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.&lt;br /&gt;
&lt;br /&gt;
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.&lt;br /&gt;
|''Warrior, Commander, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protection Track ===&lt;br /&gt;
[[File:ProtectionTrack.png|center|frameless|494x494px|Protection Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy suffer 1 TD against a target other than you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Engage'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Engage.''' Spend 2 AP to give a creature within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Intercept'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Intercept ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercept (AWR/Recoup).''' When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Shields Up'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Shields Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise your AR, FORT, and REF, and that of all friendly targets within 5 ft of you, by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this is wielding a shield, they gain an additional +1.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Challenge'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|Targets you have Engaged are now considered Taunted by you as well.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battering Ram'''&lt;br /&gt;
|Protection: Intercept&lt;br /&gt;
|When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battlefield Support'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Challenging Shout'''&lt;br /&gt;
|Protection II: Any, Protection: Engage&lt;br /&gt;
|Gain the Challenging Shout ability.&lt;br /&gt;
&lt;br /&gt;
* '''Challenging Shout (1/Catch Breath).''' When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they are Taunted by you until the end of their next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Opportunistic Interception'''&lt;br /&gt;
|Protection II: Any, Protection: Intercept&lt;br /&gt;
|Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Take Heart'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Take Heart ability.&lt;br /&gt;
&lt;br /&gt;
* '''Take Heart (AWR/Rest).''' Spend 1 AP to give a target within 30 ft of you that can hear you Shield HP equal to your AWR.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Engage II'''&lt;br /&gt;
|Protection III: Any, Protection: Engage&lt;br /&gt;
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Intercept II'''&lt;br /&gt;
|Protection III: Any, Protection: Intercept&lt;br /&gt;
|The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Shields Up II'''&lt;br /&gt;
|Protection III: Any, Protection: Shields Up&lt;br /&gt;
|When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you spend.&lt;br /&gt;
&lt;br /&gt;
Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Positioning'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Warrior's Fury'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|When you become Bloodied, your speed increases by +10 ft until the end of your next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Battlefield Support II'''&lt;br /&gt;
|Protection IV: Any, Protection II: Battlefield Support&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Defender's Armor'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain DR 5 against targets that you have Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Warrior's Preparation'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Take Heart II'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Engage III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Engage II, Protection 10&lt;br /&gt;
|Gain the Crowd Control ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crowd Control.''' Spend 2 AP to give all creatures within 5 ft of you the Engaged condition. When Engaging targets in this way, they take no damage from your reactive attack; instead, on a hit, they are Suppressed until the end of their current turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Intercept III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Intercept II, Protection I: Shields Up, Protection 10&lt;br /&gt;
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Shields Up III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Shields Up II, Protection 10&lt;br /&gt;
|When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Defender's Superiority'''&lt;br /&gt;
|Protection VII: Any&lt;br /&gt;
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.&lt;br /&gt;
&lt;br /&gt;
* '''Defender’s Superiority (AWR/Rest).''' Add your AWR to the attack roll.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Take Heart III'''&lt;br /&gt;
|Protection VII: Any, Protection VI: Take Heart II&lt;br /&gt;
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Battlefield Support III'''&lt;br /&gt;
|Protection VII: Any, Protection V: Battlefield Support II&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Defender'''&lt;br /&gt;
|Protection 14&lt;br /&gt;
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.&lt;br /&gt;
&lt;br /&gt;
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year).&lt;br /&gt;
&lt;br /&gt;
In addition, gain the Last Stand ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand (1/Week).''' When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects:&lt;br /&gt;
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn.&lt;br /&gt;
** The creature reduced to 0 HP regains 1 HP.&lt;br /&gt;
** If the creature who triggered Last Stand is not you, you can move into their current square, and they can move up to their speed 0 for AP.&lt;br /&gt;
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Protection, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier Track ===&lt;br /&gt;
[[File:SoldierTrack.png|center|frameless|530x530px|Soldier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained Soldier'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one ally are within melee range of the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal'''&lt;br /&gt;
|Trained Soldier&lt;br /&gt;
|You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal II'''&lt;br /&gt;
|Versatile Arsenal&lt;br /&gt;
|You may use STR as your attack and damage attribute for longbows and standing longbows.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting'''&lt;br /&gt;
|Versatile Arsenal II&lt;br /&gt;
|You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting II'''&lt;br /&gt;
|Blind Fighting&lt;br /&gt;
|The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity'''&lt;br /&gt;
|Blind Fighting II&lt;br /&gt;
|You gain the [[Specialization Talents|Exploitative specialization talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist specialization talent]].&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity II'''&lt;br /&gt;
|Soldier’s Opportunity&lt;br /&gt;
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary STR attack against their FORT. On a hit, they are knocked Prone.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity III'''&lt;br /&gt;
|Soldier’s Opportunity II&lt;br /&gt;
|You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal III'''&lt;br /&gt;
|Soldier’s Opportunity III&lt;br /&gt;
|You can carry one additional item with the unwieldy tag. A number of allies equal to your AWR who travel with you for a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.&lt;br /&gt;
&lt;br /&gt;
* '''Disciplined Drills (1/Week).''' If you spend 8 hours training, you can reassign any Talent Points spent in the Combat specialization stack, picking new talents from the same stack.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting III'''&lt;br /&gt;
|Versatile Arsenal III&lt;br /&gt;
|The range of Blind Fighting increases to 15 ft.&lt;br /&gt;
&lt;br /&gt;
Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown'''&lt;br /&gt;
|Blind Fighting III&lt;br /&gt;
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.&lt;br /&gt;
&lt;br /&gt;
* '''Showdown (1/Week).''' Specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your character level, and all of your defenses equal your ANT, unless they would be higher otherwise.&lt;br /&gt;
&lt;br /&gt;
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown II'''&lt;br /&gt;
|Showdown&lt;br /&gt;
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR.&lt;br /&gt;
&lt;br /&gt;
While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied, and if you lost your last Showdown, you deal +2 damage.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown III'''&lt;br /&gt;
|Showdown II&lt;br /&gt;
|Double every numerical value of Showdown II.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arete'''&lt;br /&gt;
|Showdown III&lt;br /&gt;
|Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Indomitable Champion'''&lt;br /&gt;
|Arete&lt;br /&gt;
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible for you to be slain in battle. Gain the Indomitable Champion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Indomitable Champion.''' If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.&lt;br /&gt;
** If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means creating a new character and handing over narrative control to your MC. &lt;br /&gt;
** If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' If you reach level 30 without using your Indomitable Champion ability, you gain +2 STR and the final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Soldier, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Curseblade2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Curseblade Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Whether inherited or stumbled upon, the Curseblade is a keeper of darkness, perhaps themselves cursed to shepherd powers beyond them. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curseblades are victims of happenstance, those drawn into their role by chance, while others belong to orders that bind hateful and vicious spirits to wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cursed Blade'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.&lt;br /&gt;
Additionally, your Curseblade gains one of the following base properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Balanced:''''' Your weapon no longer counts as unwieldy.&lt;br /&gt;
&lt;br /&gt;
* '''''Dualistic:''''' For 2 AP, you may create a copy of your weapon for 1 minute so long as it possesses the light tag. This weapon gains the use of any Curseblade talents that apply to your original Curseblade.&lt;br /&gt;
&lt;br /&gt;
* '''''Featherweight:''''' Your weapon gains the light tag if it did not already possess it. This cannot be added to weapons with the two-handed tag.&lt;br /&gt;
* '''''Halfhand:''''' You treat a weapon with the hand-and-a-half tag as if it is always being wielded in two hands.&lt;br /&gt;
* '''''Overbearing (2/Recoup):''''' When you hit a creature with this weapon you may expend 1 AP to make a secondary attack against their FORT. On a hit, you knock that creature Prone.&lt;br /&gt;
* '''''Overreach:''''' Your weapon’s reach extends by 5 ft.&lt;br /&gt;
* '''''Returning:''''' Your weapon gains Thrown 30 ft. For 1 AP, you may recall your weapon back to your hand if it is within 30 ft of you. If your weapon already possesses a Thrown range this doubles it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade'''&lt;br /&gt;
|Cursed Blade&lt;br /&gt;
|Your Curseblade grants a +1 to attack and damage when you are wielding it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Spirit Blade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Blade (2/Rest).''' Choose any defense other than AR. For 2 AP, you may activate Spirit Blade for 1 minute. Your Curseblade attacks target that defense for the duration.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Imbued Force ability.&lt;br /&gt;
&lt;br /&gt;
* '''Imbued Force (2/Rest) .''' For 2 AP, you may activate Imbued Force, dealing +1d4 damage with your attacks from your Curseblade for 1 minute.  Based on your spirit’s tag, choose one damage type; your extra damage from this ability is of that type.&lt;br /&gt;
** Arcane: cold or fire&lt;br /&gt;
** Occult: necrotic or toxic&lt;br /&gt;
** Primal: corrosive or lightning&lt;br /&gt;
&lt;br /&gt;
You may only have one instance of Imbued Force active at a time.&lt;br /&gt;
&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade II'''&lt;br /&gt;
|Spirit Blade or Imbued Force&lt;br /&gt;
|Choose an additional base property from the Cursed Blade talent to apply to your Curseblade. Your crit range increases by +1 against creatures that share the same tag as your Curseblade’s spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade II'''&lt;br /&gt;
|Imbued Blade II, Spirit Blade&lt;br /&gt;
|You regain +1 use of Spirit Blade whenever you Recoup. While Spirit Blade is active, any attacks you make against creatures that share your spirit’s tag deal +1d4 damage of your weapon’s damage type.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force II'''&lt;br /&gt;
|Imbued Blade II, Imbued Force&lt;br /&gt;
|You regain +1 use of Imbued Force whenever you Recoup. The added damage from Imbued Force becomes +1d6 and you may now choose between either damage type associated with your spirit’s tag when activating Imbued Force.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing'''&lt;br /&gt;
|Imbued Blade II&lt;br /&gt;
|You may, over the course of an hour, change your Curseblade into a different melee weapon. At the end of this process you may reassign both of your Curseblade’s base properties.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade III'''&lt;br /&gt;
|Spirit Blade II or Imbued Force II, Curseblade 7&lt;br /&gt;
|Imbued Blade becomes +2.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade III'''&lt;br /&gt;
|Imbued Blade III, Spirit blade II&lt;br /&gt;
|Spirit Blade’s recharge becomes 1⁄2 X/Rest. You gain +1 TA with attacks you make against creatures per tag they share with your spirit.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force III'''&lt;br /&gt;
|Imbued Blade III, Imbued Force II&lt;br /&gt;
|Imbued Force’s recharge becomes 1⁄2 X/Rest. The added damage from Imbued Force becomes +1d8. You may have no more than two instances of Imbued Force active at a time.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing II'''&lt;br /&gt;
|Imbued Blade III, Morphing&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may now morph your weapon into any melee weapon for 4 AP. This occurs instantaneously, and you may reassign both of your Curseblade’s properties.&lt;br /&gt;
&lt;br /&gt;
Every time you take this talent, you gain +2 uses per Rest.&lt;br /&gt;
|''Warrior, Curseblade, Repeatable, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade IV'''&lt;br /&gt;
|Spirit Blade III or Imbued Force III&lt;br /&gt;
|Your Curseblade gains one of the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Explosive Burst (2/Rest):''''' You expel a blast of power for 4 AP. Make an attack with your Curseblade against the FORT of every creature of your choice in a 15 ft cone in front of you. On a hit, the creature takes your weapon’s normal damage and is either knocked back 5 ft or knocked Prone (choose upon using this ability). &lt;br /&gt;
* '''''Scything Blow (2/Rest):''''' For 4 AP you may make an attack with your Curseblade against the REF of a creature you can see within 30 ft of you. This attack also targets every creature of your choice between you and your target. On a hit, the creature takes additional damage that is +1⁄2 X. At the end of this attack you teleport to the original target of the attack.&lt;br /&gt;
* '''''Whirling Dervish (2/Rest):''''' You create a vortex of swirling energy for 4 AP. Make a magic attack against the REF of every creature of your choice in a 10 ft radius around you. Use X if you do not have a magic attribute. On a hit, the creature takes additional damage that is +1⁄2 X. &lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Property'''&lt;br /&gt;
|Imbued Blade IV&lt;br /&gt;
|Your Curseblade gains one of the following advanced properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Draining (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of HP from it equal to 1⁄2 X, regaining that much HP yourself. If you are Bloodied, you regain twice as many hit points. &lt;br /&gt;
* '''''Impossible Design:''''' This weapon loses the two-handed tag and gains the one-handed tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Quick:''''' Reduce the APC of the weapon and its min APC by 1 (min 1).&lt;br /&gt;
&lt;br /&gt;
* '''''Searing (1/Recoup):''''' You gain a +2 bonus to damage rolls with your Curseblade for 1 minute.&lt;br /&gt;
* '''''Siphoning (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of SP from it equal to 1⁄2 X, regaining that much SP yourself. If a creature does not have SP, this ability does not function.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade V'''&lt;br /&gt;
|Curseblade 12&lt;br /&gt;
|You regain +1 use of the ability you chose from Imbued Blade IV whenever you Recoup.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit'''&lt;br /&gt;
|Curseblade&lt;br /&gt;
|You gain the magic entry talent for the magic source that corresponds to your spirit’s tag if you do not already have it. If you already have it, gain +5 SP and +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. Whenever you gain a talent from this track with the cursemagic tag, including this one, you gain +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. This works retroactively if you have already taken talents with the cursemagic tag.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit II'''&lt;br /&gt;
|Awakened Spirit&lt;br /&gt;
|Choose a creature tag: celestial, eldritch, elemental, fae, or fiend. Your spirit gains that tag. You gain an additional feature depending on your choice:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Resist Divine +3.&lt;br /&gt;
* '''''Eldritch:''''' Resist Arcane +3.&lt;br /&gt;
* '''''Elemental:''''' Choose either cold, corrosive, fire, or lightning damage. Gain Absorb +5 of that type of damage&lt;br /&gt;
* '''''Fae:''''' You gain Resist Charmed +5.&lt;br /&gt;
* '''''Fiend:''''' Resist Occult +3.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Gain the Dualistic Mind ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dualistic Mind (2/Recoup).''' You can call upon your spirit to bolster your defenses. When an attack against your LOG (arcane spirit), ANT (primal spirit), or WILL (occult spirit) hits you, you may spend 1 Reactive AP to call on your spirit to aid you. Roll 1d4 and add it to your defense against the attack. If the attack misses, your Curseblade steals the energy of the attack, granting you +1 TA to your next attack. &lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind II'''&lt;br /&gt;
|Dualistic Mind&lt;br /&gt;
|Your spirit’s being begins to influence your own. You gain a +2 bonus to any attribute checks you make while interacting with a creature that shares the same tags as your spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind III'''&lt;br /&gt;
|Dualistic Mind II&lt;br /&gt;
|Choose one defense out of AR, REF, or FORT. You may now use the 1d4 from Dualistic Mind for that defense as well.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul'''&lt;br /&gt;
|Dualistic Mind III, Awakened Spirit III&lt;br /&gt;
|The very essence of your spirit’s soul begins to seep into yours. You you gain a feature associated with your spirit’s tag:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When making AWR/Intuiting checks, roll 2d20 and keep the higher. You learn any one divine ritual you possess the prerequisite for. Treat either your Arcane, Primal, or Occult Power as Divine Power to qualify for this ritual.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' You can identify any arcane spell or effect without a roll and may learn any one arcane spell with an SPC equal to, or less than, your level. You may use this spell even if you are normally incapable of casting arcane magic, and may use your Essence to cast this spell, as described in Awakened Spirit III.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You can identify any primal spell or effect without a roll and may learn any one primal invocation you possess the prerequisite for. If you do not have Primal Power, treat either your Arcane or Occult Power as Primal to determine your Primal Tier to qualify for this invocation.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' A creature has a hard time telling if you are lying. When you make a CHA/Deceiving check, roll 2d20 and take the higher. You gain Immune Engaged.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' You can identify any occult spell or effect without a roll and may learn any one occult ritual you possess the prerequisite for. If you do not have Occult Power, treat either your Arcane or Primal Power as Occult to qualify for this ritual.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul II'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|Your attunement to your spirit extends to its supernatural awareness. You cannot be Partially Surprised, and if you would be Completely Surprised, treat it as Partially Surprised instead.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual Embodiment'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|You no longer need to sleep, thanks to the mystic bond you share with your Curseblade.&lt;br /&gt;
You have gained a unique understanding of your spirit and may now spend 8 hours conducting a ritual to transfer it to a new home. This new vessel can be any one-handed, hand-and-a-half, or two-handed weapon. It can be a magicalweapon as well, with an Essence cost no greater than your level + X. You may conduct this ritual while Taking a Rest.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit III'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Learn 3 spells from the magic source for which you possess the entry talent for. Additionally, choose any 2 spells you know (including those learned from this talent). When you cast these spells, you may choose to deal damage to yourself equal to that spell’s SPC as your Curseblade uses your Essence to fuel its power, reducing its SPC to 0 for that casting. These spells cannot have an SPC greater than twice your level.&lt;br /&gt;
If this damage reduces you to 0 HP, you gain +2 Death Points.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit IV'''&lt;br /&gt;
|Awakened Spirit III&lt;br /&gt;
|Gain a new ability depending on your spirit’s tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Gain +2 Skill Points that you can spend on any skill with the influence or knowledge tag. Whenever you deal damage with your Curseblade, or any of your Curseblade abilities, you may spend 2 AP to make the damage radiant. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Gain +2 Skills Points that you can spend on any skill with the crafting or knowledge tag. Whenever you deal damage with a spell you may spend 2 AP to ignore any Resist a creature may have against that spell. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' Gain +2 Skills Points that you can spend on any skill with the stamina or survival tag. You ignore other creatures’ Resist from the damage type you picked from Awakened Spirit II..&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' Gain +2 Skills Points that you can spend on any skill with the luck or performance tag. When you hit a creature with your Curseblade, you may spend 2 AP to make a magic attack against that creature’s WILL. Use X if you do not have a magic attribute. On a hit, that creature is Charmed by you for 1 minute or until they take any damage. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' Gain +2 Skills Points that you can spend on any skill with the influence or stamina tag. When you hit a creature with your Curseblade you may spend 1 AP to make a magic attack against that creature’s FORT. Use X if you do not have a magic attribute. On a hit, you knock that creature Prone and push it 5 ft.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit V'''&lt;br /&gt;
|Awakened Spirit IV, Curseblade 12&lt;br /&gt;
|Choose 2 spells you know. These spells can now be cast with your Essence, as described in Awakened Spirit III.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Keeper'''&lt;br /&gt;
|Awakened Spirit II, Imbued Blade V, Curseblade 14&lt;br /&gt;
|You strike an amicable relationship with the spirit held within your Curseblade (or entirely bend it to your will), merging your wills into one. You gain unique abilities as a result of that combination.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When you hit a creature with your Curseblade, the divine wounds turn to holy vitae, splashing any creature within 5 ft with holy water. This version of holy water deals 1d10 radiant damage to any creature you designate as an enemy, and grants 1d4 Shield HP to any creature you designate as an ally. This occurs and lasts for the duration of your Spirit Blade or Imbued Force abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Your Awakened Spirit IV feature becomes 1 AP cost and 2/Recoup recharge.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You may choose a second damage type from your Awaken Spirit II talent. This grants you the Absorb from the same talent, and you may add that damage type to the damage done from attacks and spells. If that creature does not have Resist to both, it is treated as if it had Resist to neither.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' You may reach out to every weapon or natural weapon within a 10 ft radius from you for 4 AP. Make a magic attack against its wielder’s ANT. Use X if you do not have a magic attribute. On a hit, that weapon animates and damages its wielder, using their own damage calculation. You may use this ability 1⁄2 X/Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' When you knock a creature Prone or push a creature at least 5 ft, they take additional blunt damage equal to your END.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).&lt;br /&gt;
|}&lt;br /&gt;
[[File:Descendant2.png|thumb|431x431px]]&lt;br /&gt;
&lt;br /&gt;
=== Descendant Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. Some Descendants are fueled by vengeance for families lost, others dedicate themselves to hunting down every vestige of their sworn foes, and some few find themselves locked into battles not of their choosing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Weapon'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose any single whip. You are given that weapon, you find it, or it is a weapon you already possess; this is an Ancestral Weapon that your forebears used to wield. Gain the Family Heirloom talent, ignoring its prerequisites, and apply it to the whip that you just gained.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior'''&lt;br /&gt;
|Ancestral Weapon&lt;br /&gt;
|You are particularly adept with whips. Making a secondary attack with a whip to Trip a creature now only costs you 1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidating Presence'''&lt;br /&gt;
|Whip Warrior&lt;br /&gt;
|Gain +2 to Menacing and Intimidating.&lt;br /&gt;
You may have two targets of your Battlefield Tactician ability at a time. If you would target a third creature, choose which previous creature is no longer subject to this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Intimidating Presence&lt;br /&gt;
|Choose two creature tags besides humanoid. You gain +2 to your REF, ANT, and WILL against attacks made by creatures with one or both of those tags.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Name Recognition'''&lt;br /&gt;
|Know Your Enemy&lt;br /&gt;
|Your ancestral surname carries great weight. When you are in a settlement where someone sharing your surname has had Goodwill in the past 100 years, you have +2 on Gossiping, Leadership, and Persuading checks. When you are in a settlement where someone sharing your surname has had negative Goodwill in the past 100 years, you have +2 on Intuiting, Intimidating, and Menacing checks.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior II'''&lt;br /&gt;
|Name Recognition&lt;br /&gt;
|Gain the Whiplash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whiplash (1/Turn).''' You may strike out at all creatures in a straight line within double the normal reach of your whip. Make a single whip attack against the AR of each creature in the line. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Foe'''&lt;br /&gt;
|Whip Warrior II&lt;br /&gt;
|Deal +2 damage against creatures that have one or both of the tags you chose in Know Your Enemy.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike'''&lt;br /&gt;
|Family Foe&lt;br /&gt;
|Choose two conditions from the following list and gain the Stinging Strike ability. &lt;br /&gt;
&lt;br /&gt;
* '''Stinging Strike (1/Recoup).''' When you hit a creature with your Ancestral Weapon, you may impose either condition on the creature for a duration as listed after the condition. &lt;br /&gt;
&lt;br /&gt;
* Bleeding 1d4 (30 seconds)&lt;br /&gt;
* Dazed (end of your next turn)&lt;br /&gt;
* Deafened (30 seconds)&lt;br /&gt;
* Demoralized (30 seconds)&lt;br /&gt;
* Grappled (until it breaks the Grapple)&lt;br /&gt;
* Grounded (end of your next turn)&lt;br /&gt;
* Shaken (30 seconds)&lt;br /&gt;
* Slowed (30 seconds)&lt;br /&gt;
* Taunted (30 seconds)&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Technique'''&lt;br /&gt;
|Stinging Strike&lt;br /&gt;
|Choose one class: Berzerker, Pugilist, Ranger, Rogue, or Zealot. Gain the entry talent for the class you chose.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unending Rivalry'''&lt;br /&gt;
|Ancestral Technique&lt;br /&gt;
|Choose a specific kind of creature that has one or both of the tags you chose from Know Your Enemy. For example, if “undead” is one of the tags you chose, a specific kind of creature could be “skeletons” or “ghosts.” This refers to creatures that could justifiably be considered that type of creature and your MC will adjudicate each case.&lt;br /&gt;
Gain +2 to your defenses against attacks made by such creatures, and deal +2 damage against them. Furthermore, your crit range increases by +1 against such creatures.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior III'''&lt;br /&gt;
|Unending Rivalry&lt;br /&gt;
|Gain the Whirling Lash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whirling Lash (1/Turn).''' You may strike out at all creatures within a radius equal to your whip’s reach. Make a single whip attack against the AR of each creature in the radius. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mortal Enemy'''&lt;br /&gt;
|Whip Warrior III&lt;br /&gt;
|When a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its tags, you may use your Know Your Enemy, Family Foe, and Unending Rivalry abilities against this creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.&lt;br /&gt;
You may have one Mortal Enemy at a time.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whiplash Improvement'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|You can spend +1 AP to apply your whip’s Trip effect to each creature that you hit with Whiplash.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Uncaged'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athletics, observation, or survival tag.&lt;br /&gt;
When you crit, gain +1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Technique'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|When you hit a single creature with your whip attack, you may spend +2 AP to make a secondary attack against a target’s ANT. On a hit, you force them to drop one weapon or item they are holding, which lands at their feet.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike II'''&lt;br /&gt;
|Descendant 13&lt;br /&gt;
|When you finish Taking a Rest, you may reselect which conditions you may apply with Stinging Strike.&lt;br /&gt;
You may choose three conditions to pick from, instead of two, but still may only apply one condition when you use this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vengeful Heir'''&lt;br /&gt;
|Stinging Strike II&lt;br /&gt;
|Choose a third creature tag for your Know Your Enemy ability.&lt;br /&gt;
Gain another talent from the class you chose as your Ancestral Technique.&lt;br /&gt;
&lt;br /&gt;
You may have a number of Mortal Enemies equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Rest)''' When you use Stinging Strike against a Mortal Enemy, you may apply all of your selected conditions to it.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Immediately gain 2 more talents from the class you chose as your Ancestral Technique.&lt;br /&gt;
|''Warrior, Descendant, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14081</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14081"/>
		<updated>2025-10-28T23:15:48Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Urkou Warrior.png|thumb|Belozog Mishkova, repentant exile]]&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying.&amp;quot; - [[Belozog Mishkova]], repentant exile&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.&lt;br /&gt;
&lt;br /&gt;
What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Warrior Tracks&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Archer Track|'''Archer'''.]] An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Commander Track|'''Commander'''.]] A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Protection Track|Protection.]]''' You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Soldier Track|'''Soldier'''.]] You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Curseblade Track|Curseblade.]]''' ''Harker's Guide to Vampire Hunting.'' Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. &lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Descendant Track|Descendant.]]''' ''Harker's Guide to Vampire Hunting.'' Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Warrior Entry Talent ===&lt;br /&gt;
After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warrior Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Battlefield Tactician.''' Gain the Battlefield Tactician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Tactician (AWR+1/Recoup).''' Spend 1 AP on your turn to specify a target within 5 ft of you. Allies within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.&lt;br /&gt;
&lt;br /&gt;
'''Warrior Training.''' If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack.&lt;br /&gt;
|Warrior, Class Entry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
[[File:ArcheryTrack.png|center|frameless|534x534px|Archery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Archery Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Gain the Focus Target ability.&lt;br /&gt;
&lt;br /&gt;
* '''Focus Target.''' Spend 1 AP to specify a target you can see and that is within range of the ranged weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target suffers 1 TD on their next attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Overwatch&lt;br /&gt;
|You ignore Partial Cover against your Focused Target.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest'''&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking'''&lt;br /&gt;
|Sniper’s Nest&lt;br /&gt;
|You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim'''&lt;br /&gt;
|Stalking&lt;br /&gt;
|If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.&lt;br /&gt;
&lt;br /&gt;
* '''Impeccable Aim.''' Gain +10 to your attack rolls until the end of your turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter II'''&lt;br /&gt;
|Impeccable Aim&lt;br /&gt;
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fast Feet'''&lt;br /&gt;
|Sharpshooter II&lt;br /&gt;
|Gain the Tuck and Roll abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Tuck (1/Round).''' On your turn, you can move 5 ft for 0 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Roll (1/Turn).''' If a ranged attack or spell misses you, you may move 5 ft for 0 Reactive AP.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking II'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range for Stalking becomes half the range of the weapon you have equipped.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot'''&lt;br /&gt;
|Stalking II&lt;br /&gt;
|Gain the Headshot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Headshot (3/Rest).''' Declare you are attempting a headshot. Suffer -12 to your attack roll. On a hit, it is considered a crit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter III'''&lt;br /&gt;
|Headshot&lt;br /&gt;
|Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest II'''&lt;br /&gt;
|Sharpshooter III&lt;br /&gt;
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking III'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range is doubled for ranged weapon attacks against your Focused Target.&lt;br /&gt;
&lt;br /&gt;
Your range for Stalking becomes your equipped weapon’s range.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim II'''&lt;br /&gt;
|Stalking III&lt;br /&gt;
|Gain the Perfect Opportunity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Opportunity (1/Catch Breath).''' Activate Impeccable Aim without the conditions being met.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot II'''&lt;br /&gt;
|Impeccable Aim II&lt;br /&gt;
|With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Sharpshooter&lt;br /&gt;
|Gain the Overwatch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwatch.''' If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target II'''&lt;br /&gt;
|Overwatch&lt;br /&gt;
|You may now have a number of Focused Targets equal to 1⁄2 AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch II'''&lt;br /&gt;
|Focus Target II&lt;br /&gt;
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Suppressing Fire'''&lt;br /&gt;
|Overwatch II&lt;br /&gt;
|You may spend +2 AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target III'''&lt;br /&gt;
|Suppressing Fire&lt;br /&gt;
|Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch III'''&lt;br /&gt;
|Focus Target III&lt;br /&gt;
|Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target IV'''&lt;br /&gt;
|Overwatch III&lt;br /&gt;
|You may now have a number of Focused Targets equal to your AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire'''&lt;br /&gt;
|Focus Target IV&lt;br /&gt;
|Gain the Covering Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Covering Fire (AWR/Recoup).''' When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 Reactive AP to force the creature to roll the attack again and take the lower, potentially turning their hit into a miss.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch IV'''&lt;br /&gt;
|Covering Fire&lt;br /&gt;
|Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire II'''&lt;br /&gt;
|Overwatch IV&lt;br /&gt;
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target V'''&lt;br /&gt;
|Covering Fire II&lt;br /&gt;
|When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire III'''&lt;br /&gt;
|Focus Target V&lt;br /&gt;
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch V'''&lt;br /&gt;
|Covering Fire III&lt;br /&gt;
|If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Archer'''&lt;br /&gt;
|Archery 14&lt;br /&gt;
|You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You deal double damage.&lt;br /&gt;
* Your attacks that hit knock the target Prone.&lt;br /&gt;
* Striking a Prone target gives them the Pinned condition. (Escape DC = Your DEX + 10)&lt;br /&gt;
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.&lt;br /&gt;
|''Warrior, Archery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commander Track ===&lt;br /&gt;
[[File:CommanderTrack.png|center|frameless|700x700px|Commander Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Command Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.&lt;br /&gt;
&lt;br /&gt;
Gain the Battle Standard ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All allies within range gain +1 TA on their first attack made on each turn they start in range.&lt;br /&gt;
&lt;br /&gt;
Battle standards have AR, REF, and FORT of 15. They have20 HP, DR 20/Fire, and DT 10.&lt;br /&gt;
&lt;br /&gt;
Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Battle Standard'''&lt;br /&gt;
|Battle Command Focus&lt;br /&gt;
|Allies now gain TA on all attacks while within range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Your battle standard’s range increases by +10 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range II'''&lt;br /&gt;
|Battle Standard Range&lt;br /&gt;
|Your battle standard’s range increases by +20 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range III'''&lt;br /&gt;
|Battle Standard Range II&lt;br /&gt;
|Your battle standard’s range increases by +30 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extra Standard'''&lt;br /&gt;
|Battle Standard Range III&lt;br /&gt;
|You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|''Repeatable.'' Your battle standard gains +10 HP.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard II'''&lt;br /&gt;
|Reinforced Standard&lt;br /&gt;
|Your battle standard gains +5 DT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard III'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Your battle standard gains +5 AR, REF, and FORT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Repairs'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Allies within range of your battle standard gain the Rallied condition.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard II'''&lt;br /&gt;
|Rallying Standard&lt;br /&gt;
|While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner'''&lt;br /&gt;
|Rallying Standard II&lt;br /&gt;
|Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner II'''&lt;br /&gt;
|Under the Banner&lt;br /&gt;
|While allies are Rallied by your battle standard, they are Protected.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner III'''&lt;br /&gt;
|Under the Banner II&lt;br /&gt;
|While allies are Rallied by your battle standard, they gain +2 to their mental defenses.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer II'''&lt;br /&gt;
|Standard Bearer&lt;br /&gt;
|Your standard bearer gains HP equal to your number of Warrior talents + your AWR.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer III'''&lt;br /&gt;
|Standard Bearer II&lt;br /&gt;
|Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer IV'''&lt;br /&gt;
|Standard Bearer III&lt;br /&gt;
|Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer V'''&lt;br /&gt;
|Standard Bearer IV&lt;br /&gt;
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.&lt;br /&gt;
&lt;br /&gt;
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one specialization talent.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Gain the Command ability and the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Command.''''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands.&lt;br /&gt;
&lt;br /&gt;
Gain the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Attack.''''' (X AP) The target immediately makes an attack with a weapon they are holding, gaining +1 TA. This costs you a number of AP equal to what it would cost the target.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''To Me!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Tactical Repositioning command.&lt;br /&gt;
&lt;br /&gt;
* '''''Tactical Repositioning.''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hold!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Hold your Ground and Hold your Fire commands.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Ground.''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Fire.''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells on their next turn. They specify a trigger to make those prepared attacks or spell casts reactively, if they have the Reactive AP to do so. Triggers may be “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire!'''&lt;br /&gt;
|Hold!&lt;br /&gt;
|Gain the Fire! command.&lt;br /&gt;
&lt;br /&gt;
* '''''Fire!.''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forward!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Charge command.&lt;br /&gt;
&lt;br /&gt;
* '''''Charge.''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement'''&lt;br /&gt;
|Command&lt;br /&gt;
|Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement II'''&lt;br /&gt;
|Command Improvement&lt;br /&gt;
|''Repeatable.'' Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement III'''&lt;br /&gt;
|Command Improvement II&lt;br /&gt;
|Targets of your Command ability may also immediately move up to 5 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement IV'''&lt;br /&gt;
|Command Improvement III&lt;br /&gt;
|Targets must be able to see or hear you to benefit from Command, instead of only hearing you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactician’s Command'''&lt;br /&gt;
|Command&lt;br /&gt;
|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a battle standard, it deals +4 damage.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Command'''&lt;br /&gt;
|Tactician’s Command&lt;br /&gt;
|When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imposing Battle Standard'''&lt;br /&gt;
|Battle Standard Command&lt;br /&gt;
|Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician II'''&lt;br /&gt;
|Command &lt;br /&gt;
|Your Battlefield Tactician ability no longer fades on the previous target when you use it again.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry'''&lt;br /&gt;
|Battlefield Tactician II, COR 4&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry (1/Rest).''' Spend 5 AP to give all creatures of your choice who can hear you and are currently under a battle standard +2 AP at the beginning of their next turn.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry III'''&lt;br /&gt;
|War Cry II&lt;br /&gt;
|Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry IV'''&lt;br /&gt;
|War Cry III&lt;br /&gt;
|Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry V'''&lt;br /&gt;
|War Cry IV&lt;br /&gt;
|War Cry becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement'''&lt;br /&gt;
|Battlefield Tactician II&lt;br /&gt;
|Your Battlefield Tactician ability gains +20 ft range when specifying a target.&lt;br /&gt;
|''Warrior, Comander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement II'''&lt;br /&gt;
|Battlefield Tactician Improvement&lt;br /&gt;
|If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement III'''&lt;br /&gt;
|Battlefield Tactician Improvement II&lt;br /&gt;
|You no longer need to see the target for Battlefield Tactician to remain active.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement IV'''&lt;br /&gt;
|Battlefield Tactician Improvement III&lt;br /&gt;
|Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Great General'''&lt;br /&gt;
|Commander 14&lt;br /&gt;
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.&lt;br /&gt;
&lt;br /&gt;
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.&lt;br /&gt;
|''Warrior, Commander, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protection Track ===&lt;br /&gt;
[[File:ProtectionTrack.png|center|frameless|494x494px|Protection Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy suffer 1 TD against a target other than you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Engage'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Engage.''' Spend 2 AP to give a creature within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Intercept'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Intercept ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercept (AWR/Recoup).''' When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Shields Up'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Shields Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise your AR, FORT, and REF, and that of all friendly targets within 5 ft of you, by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this is wielding a shield, they gain an additional +1.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Challenge'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|Targets you have Engaged are now considered Taunted by you as well.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battering Ram'''&lt;br /&gt;
|Protection: Intercept&lt;br /&gt;
|When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battlefield Support'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Challenging Shout'''&lt;br /&gt;
|Protection II: Any, Protection: Engage&lt;br /&gt;
|Gain the Challenging Shout ability.&lt;br /&gt;
&lt;br /&gt;
* '''Challenging Shout (1/Catch Breath).''' When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they are Taunted by you until the end of their next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Opportunistic Interception'''&lt;br /&gt;
|Protection II: Any, Protection: Intercept&lt;br /&gt;
|Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Take Heart'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Take Heart ability.&lt;br /&gt;
&lt;br /&gt;
* '''Take Heart (AWR/Rest).''' Spend 1 AP to give a target within 30 ft of you that can hear you Shield HP equal to your AWR.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Engage II'''&lt;br /&gt;
|Protection III: Any, Protection: Engage&lt;br /&gt;
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Intercept II'''&lt;br /&gt;
|Protection III: Any, Protection: Intercept&lt;br /&gt;
|The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Shields Up II'''&lt;br /&gt;
|Protection III: Any&lt;br /&gt;
|When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you spend.&lt;br /&gt;
&lt;br /&gt;
Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Positioning'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Warrior's Fury'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|When you become Bloodied, your speed increases by +10 ft until the end of your next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Battlefield Support II'''&lt;br /&gt;
|Protection IV: Any, Protection II: Battlefield Support&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Defender's Armor'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain DR 5 against targets that you have Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Warrior's Preparation'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Take Heart II'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Engage III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Engage II, Protection 10&lt;br /&gt;
|Gain the Crowd Control ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crowd Control.''' Spend 2 AP to give all creatures within 5 ft of you the Engaged condition. When Engaging targets in this way, they take no damage from your reactive attack; instead, on a hit, they are Suppressed until the end of their current turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Intercept III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Intercept II, Protection I: Shields Up, Protection 10&lt;br /&gt;
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Shields Up III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Shields Up II, Protection 10&lt;br /&gt;
|When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Defender's Superiority'''&lt;br /&gt;
|Protection VII: Any&lt;br /&gt;
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.&lt;br /&gt;
&lt;br /&gt;
* '''Defender’s Superiority (AWR/Rest).''' Add your AWR to the attack roll.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Take Heart III'''&lt;br /&gt;
|Protection VII: Any, Protection VI: Take Heart II&lt;br /&gt;
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Battlefield Support III'''&lt;br /&gt;
|Protection VII: Any, Protection V: Battlefield Support II&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Defender'''&lt;br /&gt;
|Protection 14&lt;br /&gt;
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.&lt;br /&gt;
&lt;br /&gt;
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year).&lt;br /&gt;
&lt;br /&gt;
In addition, gain the Last Stand ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand (1/Week).''' When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects:&lt;br /&gt;
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn.&lt;br /&gt;
** The creature reduced to 0 HP regains 1 HP.&lt;br /&gt;
** If the creature who triggered Last Stand is not you, you can move into their current square, and they can move up to their speed 0 for AP.&lt;br /&gt;
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Protection, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier Track ===&lt;br /&gt;
[[File:SoldierTrack.png|center|frameless|530x530px|Soldier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained Soldier'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one ally are within melee range of the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal'''&lt;br /&gt;
|Trained Soldier&lt;br /&gt;
|You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal II'''&lt;br /&gt;
|Versatile Arsenal&lt;br /&gt;
|You may use STR as your attack and damage attribute for longbows and standing longbows.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting'''&lt;br /&gt;
|Versatile Arsenal II&lt;br /&gt;
|You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting II'''&lt;br /&gt;
|Blind Fighting&lt;br /&gt;
|The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity'''&lt;br /&gt;
|Blind Fighting II&lt;br /&gt;
|You gain the [[Specialization Talents|Exploitative specialization talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist specialization talent]].&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity II'''&lt;br /&gt;
|Soldier’s Opportunity&lt;br /&gt;
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary STR attack against their FORT. On a hit, they are knocked Prone.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity III'''&lt;br /&gt;
|Soldier’s Opportunity II&lt;br /&gt;
|You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal III'''&lt;br /&gt;
|Soldier’s Opportunity III&lt;br /&gt;
|You can carry one additional item with the unwieldy tag. A number of allies equal to your AWR who travel with you for a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.&lt;br /&gt;
&lt;br /&gt;
* '''Disciplined Drills (1/Week).''' If you spend 8 hours training, you can reassign any Talent Points spent in the Combat specialization stack, picking new talents from the same stack.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting III'''&lt;br /&gt;
|Versatile Arsenal III&lt;br /&gt;
|The range of Blind Fighting increases to 15 ft.&lt;br /&gt;
&lt;br /&gt;
Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown'''&lt;br /&gt;
|Blind Fighting III&lt;br /&gt;
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.&lt;br /&gt;
&lt;br /&gt;
* '''Showdown (1/Week).''' Specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your character level, and all of your defenses equal your ANT, unless they would be higher otherwise.&lt;br /&gt;
&lt;br /&gt;
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown II'''&lt;br /&gt;
|Showdown&lt;br /&gt;
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR.&lt;br /&gt;
&lt;br /&gt;
While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied, and if you lost your last Showdown, you deal +2 damage.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown III'''&lt;br /&gt;
|Showdown II&lt;br /&gt;
|Double every numerical value of Showdown II.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arete'''&lt;br /&gt;
|Showdown III&lt;br /&gt;
|Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Indomitable Champion'''&lt;br /&gt;
|Arete&lt;br /&gt;
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible for you to be slain in battle. Gain the Indomitable Champion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Indomitable Champion.''' If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.&lt;br /&gt;
** If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means creating a new character and handing over narrative control to your MC. &lt;br /&gt;
** If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' If you reach level 30 without using your Indomitable Champion ability, you gain +2 STR and the final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Soldier, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Curseblade2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Curseblade Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Whether inherited or stumbled upon, the Curseblade is a keeper of darkness, perhaps themselves cursed to shepherd powers beyond them. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curseblades are victims of happenstance, those drawn into their role by chance, while others belong to orders that bind hateful and vicious spirits to wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cursed Blade'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.&lt;br /&gt;
Additionally, your Curseblade gains one of the following base properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Balanced:''''' Your weapon no longer counts as unwieldy.&lt;br /&gt;
&lt;br /&gt;
* '''''Dualistic:''''' For 2 AP, you may create a copy of your weapon for 1 minute so long as it possesses the light tag. This weapon gains the use of any Curseblade talents that apply to your original Curseblade.&lt;br /&gt;
&lt;br /&gt;
* '''''Featherweight:''''' Your weapon gains the light tag if it did not already possess it. This cannot be added to weapons with the two-handed tag.&lt;br /&gt;
* '''''Halfhand:''''' You treat a weapon with the hand-and-a-half tag as if it is always being wielded in two hands.&lt;br /&gt;
* '''''Overbearing (2/Recoup):''''' When you hit a creature with this weapon you may expend 1 AP to make a secondary attack against their FORT. On a hit, you knock that creature Prone.&lt;br /&gt;
* '''''Overreach:''''' Your weapon’s reach extends by 5 ft.&lt;br /&gt;
* '''''Returning:''''' Your weapon gains Thrown 30 ft. For 1 AP, you may recall your weapon back to your hand if it is within 30 ft of you. If your weapon already possesses a Thrown range this doubles it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade'''&lt;br /&gt;
|Cursed Blade&lt;br /&gt;
|Your Curseblade grants a +1 to attack and damage when you are wielding it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Spirit Blade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Blade (2/Rest).''' Choose any defense other than AR. For 2 AP, you may activate Spirit Blade for 1 minute. Your Curseblade attacks target that defense for the duration.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Imbued Force ability.&lt;br /&gt;
&lt;br /&gt;
* '''Imbued Force (2/Rest) .''' For 2 AP, you may activate Imbued Force, dealing +1d4 damage with your attacks from your Curseblade for 1 minute.  Based on your spirit’s tag, choose one damage type; your extra damage from this ability is of that type.&lt;br /&gt;
** Arcane: cold or fire&lt;br /&gt;
** Occult: necrotic or toxic&lt;br /&gt;
** Primal: corrosive or lightning&lt;br /&gt;
&lt;br /&gt;
You may only have one instance of Imbued Force active at a time.&lt;br /&gt;
&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade II'''&lt;br /&gt;
|Spirit Blade or Imbued Force&lt;br /&gt;
|Choose an additional base property from the Cursed Blade talent to apply to your Curseblade. Your crit range increases by +1 against creatures that share the same tag as your Curseblade’s spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade II'''&lt;br /&gt;
|Imbued Blade II, Spirit Blade&lt;br /&gt;
|You regain +1 use of Spirit Blade whenever you Recoup. While Spirit Blade is active, any attacks you make against creatures that share your spirit’s tag deal +1d4 damage of your weapon’s damage type.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force II'''&lt;br /&gt;
|Imbued Blade II, Imbued Force&lt;br /&gt;
|You regain +1 use of Imbued Force whenever you Recoup. The added damage from Imbued Force becomes +1d6 and you may now choose between either damage type associated with your spirit’s tag when activating Imbued Force.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing'''&lt;br /&gt;
|Imbued Blade II&lt;br /&gt;
|You may, over the course of an hour, change your Curseblade into a different melee weapon. At the end of this process you may reassign both of your Curseblade’s base properties.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade III'''&lt;br /&gt;
|Spirit Blade II or Imbued Force II, Curseblade 7&lt;br /&gt;
|Imbued Blade becomes +2.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade III'''&lt;br /&gt;
|Imbued Blade III, Spirit blade II&lt;br /&gt;
|Spirit Blade’s recharge becomes 1⁄2 X/Rest. You gain +1 TA with attacks you make against creatures per tag they share with your spirit.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force III'''&lt;br /&gt;
|Imbued Blade III, Imbued Force II&lt;br /&gt;
|Imbued Force’s recharge becomes 1⁄2 X/Rest. The added damage from Imbued Force becomes +1d8. You may have no more than two instances of Imbued Force active at a time.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing II'''&lt;br /&gt;
|Imbued Blade III, Morphing&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may now morph your weapon into any melee weapon for 4 AP. This occurs instantaneously, and you may reassign both of your Curseblade’s properties.&lt;br /&gt;
&lt;br /&gt;
Every time you take this talent, you gain +2 uses per Rest.&lt;br /&gt;
|''Warrior, Curseblade, Repeatable, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade IV'''&lt;br /&gt;
|Spirit Blade III or Imbued Force III&lt;br /&gt;
|Your Curseblade gains one of the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Explosive Burst (2/Rest):''''' You expel a blast of power for 4 AP. Make an attack with your Curseblade against the FORT of every creature of your choice in a 15 ft cone in front of you. On a hit, the creature takes your weapon’s normal damage and is either knocked back 5 ft or knocked Prone (choose upon using this ability). &lt;br /&gt;
* '''''Scything Blow (2/Rest):''''' For 4 AP you may make an attack with your Curseblade against the REF of a creature you can see within 30 ft of you. This attack also targets every creature of your choice between you and your target. On a hit, the creature takes additional damage that is +1⁄2 X. At the end of this attack you teleport to the original target of the attack.&lt;br /&gt;
* '''''Whirling Dervish (2/Rest):''''' You create a vortex of swirling energy for 4 AP. Make a magic attack against the REF of every creature of your choice in a 10 ft radius around you. Use X if you do not have a magic attribute. On a hit, the creature takes additional damage that is +1⁄2 X. &lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Property'''&lt;br /&gt;
|Imbued Blade IV&lt;br /&gt;
|Your Curseblade gains one of the following advanced properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Draining (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of HP from it equal to 1⁄2 X, regaining that much HP yourself. If you are Bloodied, you regain twice as many hit points. &lt;br /&gt;
* '''''Impossible Design:''''' This weapon loses the two-handed tag and gains the one-handed tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Quick:''''' Reduce the APC of the weapon and its min APC by 1 (min 1).&lt;br /&gt;
&lt;br /&gt;
* '''''Searing (1/Recoup):''''' You gain a +2 bonus to damage rolls with your Curseblade for 1 minute.&lt;br /&gt;
* '''''Siphoning (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of SP from it equal to 1⁄2 X, regaining that much SP yourself. If a creature does not have SP, this ability does not function.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade V'''&lt;br /&gt;
|Curseblade 12&lt;br /&gt;
|You regain +1 use of the ability you chose from Imbued Blade IV whenever you Recoup.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit'''&lt;br /&gt;
|Curseblade&lt;br /&gt;
|You gain the magic entry talent for the magic source that corresponds to your spirit’s tag if you do not already have it. If you already have it, gain +5 SP and +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. Whenever you gain a talent from this track with the cursemagic tag, including this one, you gain +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. This works retroactively if you have already taken talents with the cursemagic tag.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit II'''&lt;br /&gt;
|Awakened Spirit&lt;br /&gt;
|Choose a creature tag: celestial, eldritch, elemental, fae, or fiend. Your spirit gains that tag. You gain an additional feature depending on your choice:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Resist Divine +3.&lt;br /&gt;
* '''''Eldritch:''''' Resist Arcane +3.&lt;br /&gt;
* '''''Elemental:''''' Choose either cold, corrosive, fire, or lightning damage. Gain Absorb +5 of that type of damage&lt;br /&gt;
* '''''Fae:''''' You gain Resist Charmed +5.&lt;br /&gt;
* '''''Fiend:''''' Resist Occult +3.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Gain the Dualistic Mind ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dualistic Mind (2/Recoup).''' You can call upon your spirit to bolster your defenses. When an attack against your LOG (arcane spirit), ANT (primal spirit), or WILL (occult spirit) hits you, you may spend 1 Reactive AP to call on your spirit to aid you. Roll 1d4 and add it to your defense against the attack. If the attack misses, your Curseblade steals the energy of the attack, granting you +1 TA to your next attack. &lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind II'''&lt;br /&gt;
|Dualistic Mind&lt;br /&gt;
|Your spirit’s being begins to influence your own. You gain a +2 bonus to any attribute checks you make while interacting with a creature that shares the same tags as your spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind III'''&lt;br /&gt;
|Dualistic Mind II&lt;br /&gt;
|Choose one defense out of AR, REF, or FORT. You may now use the 1d4 from Dualistic Mind for that defense as well.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul'''&lt;br /&gt;
|Dualistic Mind III, Awakened Spirit III&lt;br /&gt;
|The very essence of your spirit’s soul begins to seep into yours. You you gain a feature associated with your spirit’s tag:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When making AWR/Intuiting checks, roll 2d20 and keep the higher. You learn any one divine ritual you possess the prerequisite for. Treat either your Arcane, Primal, or Occult Power as Divine Power to qualify for this ritual.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' You can identify any arcane spell or effect without a roll and may learn any one arcane spell with an SPC equal to, or less than, your level. You may use this spell even if you are normally incapable of casting arcane magic, and may use your Essence to cast this spell, as described in Awakened Spirit III.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You can identify any primal spell or effect without a roll and may learn any one primal invocation you possess the prerequisite for. If you do not have Primal Power, treat either your Arcane or Occult Power as Primal to determine your Primal Tier to qualify for this invocation.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' A creature has a hard time telling if you are lying. When you make a CHA/Deceiving check, roll 2d20 and take the higher. You gain Immune Engaged.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' You can identify any occult spell or effect without a roll and may learn any one occult ritual you possess the prerequisite for. If you do not have Occult Power, treat either your Arcane or Primal Power as Occult to qualify for this ritual.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul II'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|Your attunement to your spirit extends to its supernatural awareness. You cannot be Partially Surprised, and if you would be Completely Surprised, treat it as Partially Surprised instead.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual Embodiment'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|You no longer need to sleep, thanks to the mystic bond you share with your Curseblade.&lt;br /&gt;
You have gained a unique understanding of your spirit and may now spend 8 hours conducting a ritual to transfer it to a new home. This new vessel can be any one-handed, hand-and-a-half, or two-handed weapon. It can be a magicalweapon as well, with an Essence cost no greater than your level + X. You may conduct this ritual while Taking a Rest.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit III'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Learn 3 spells from the magic source for which you possess the entry talent for. Additionally, choose any 2 spells you know (including those learned from this talent). When you cast these spells, you may choose to deal damage to yourself equal to that spell’s SPC as your Curseblade uses your Essence to fuel its power, reducing its SPC to 0 for that casting. These spells cannot have an SPC greater than twice your level.&lt;br /&gt;
If this damage reduces you to 0 HP, you gain +2 Death Points.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit IV'''&lt;br /&gt;
|Awakened Spirit III&lt;br /&gt;
|Gain a new ability depending on your spirit’s tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Gain +2 Skill Points that you can spend on any skill with the influence or knowledge tag. Whenever you deal damage with your Curseblade, or any of your Curseblade abilities, you may spend 2 AP to make the damage radiant. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Gain +2 Skills Points that you can spend on any skill with the crafting or knowledge tag. Whenever you deal damage with a spell you may spend 2 AP to ignore any Resist a creature may have against that spell. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' Gain +2 Skills Points that you can spend on any skill with the stamina or survival tag. You ignore other creatures’ Resist from the damage type you picked from Awakened Spirit II..&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' Gain +2 Skills Points that you can spend on any skill with the luck or performance tag. When you hit a creature with your Curseblade, you may spend 2 AP to make a magic attack against that creature’s WILL. Use X if you do not have a magic attribute. On a hit, that creature is Charmed by you for 1 minute or until they take any damage. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' Gain +2 Skills Points that you can spend on any skill with the influence or stamina tag. When you hit a creature with your Curseblade you may spend 1 AP to make a magic attack against that creature’s FORT. Use X if you do not have a magic attribute. On a hit, you knock that creature Prone and push it 5 ft.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit V'''&lt;br /&gt;
|Awakened Spirit IV, Curseblade 12&lt;br /&gt;
|Choose 2 spells you know. These spells can now be cast with your Essence, as described in Awakened Spirit III.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Keeper'''&lt;br /&gt;
|Awakened Spirit II, Imbued Blade V, Curseblade 14&lt;br /&gt;
|You strike an amicable relationship with the spirit held within your Curseblade (or entirely bend it to your will), merging your wills into one. You gain unique abilities as a result of that combination.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When you hit a creature with your Curseblade, the divine wounds turn to holy vitae, splashing any creature within 5 ft with holy water. This version of holy water deals 1d10 radiant damage to any creature you designate as an enemy, and grants 1d4 Shield HP to any creature you designate as an ally. This occurs and lasts for the duration of your Spirit Blade or Imbued Force abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Your Awakened Spirit IV feature becomes 1 AP cost and 2/Recoup recharge.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You may choose a second damage type from your Awaken Spirit II talent. This grants you the Absorb from the same talent, and you may add that damage type to the damage done from attacks and spells. If that creature does not have Resist to both, it is treated as if it had Resist to neither.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' You may reach out to every weapon or natural weapon within a 10 ft radius from you for 4 AP. Make a magic attack against its wielder’s ANT. Use X if you do not have a magic attribute. On a hit, that weapon animates and damages its wielder, using their own damage calculation. You may use this ability 1⁄2 X/Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' When you knock a creature Prone or push a creature at least 5 ft, they take additional blunt damage equal to your END.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).&lt;br /&gt;
|}&lt;br /&gt;
[[File:Descendant2.png|thumb|431x431px]]&lt;br /&gt;
&lt;br /&gt;
=== Descendant Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. Some Descendants are fueled by vengeance for families lost, others dedicate themselves to hunting down every vestige of their sworn foes, and some few find themselves locked into battles not of their choosing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Weapon'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose any single whip. You are given that weapon, you find it, or it is a weapon you already possess; this is an Ancestral Weapon that your forebears used to wield. Gain the Family Heirloom talent, ignoring its prerequisites, and apply it to the whip that you just gained.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior'''&lt;br /&gt;
|Ancestral Weapon&lt;br /&gt;
|You are particularly adept with whips. Making a secondary attack with a whip to Trip a creature now only costs you 1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidating Presence'''&lt;br /&gt;
|Whip Warrior&lt;br /&gt;
|Gain +2 to Menacing and Intimidating.&lt;br /&gt;
You may have two targets of your Battlefield Tactician ability at a time. If you would target a third creature, choose which previous creature is no longer subject to this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Intimidating Presence&lt;br /&gt;
|Choose two creature tags besides humanoid. You gain +2 to your REF, ANT, and WILL against attacks made by creatures with one or both of those tags.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Name Recognition'''&lt;br /&gt;
|Know Your Enemy&lt;br /&gt;
|Your ancestral surname carries great weight. When you are in a settlement where someone sharing your surname has had Goodwill in the past 100 years, you have +2 on Gossiping, Leadership, and Persuading checks. When you are in a settlement where someone sharing your surname has had negative Goodwill in the past 100 years, you have +2 on Intuiting, Intimidating, and Menacing checks.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior II'''&lt;br /&gt;
|Name Recognition&lt;br /&gt;
|Gain the Whiplash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whiplash (1/Turn).''' You may strike out at all creatures in a straight line within double the normal reach of your whip. Make a single whip attack against the AR of each creature in the line. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Foe'''&lt;br /&gt;
|Whip Warrior II&lt;br /&gt;
|Deal +2 damage against creatures that have one or both of the tags you chose in Know Your Enemy.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike'''&lt;br /&gt;
|Family Foe&lt;br /&gt;
|Choose two conditions from the following list and gain the Stinging Strike ability. &lt;br /&gt;
&lt;br /&gt;
* '''Stinging Strike (1/Recoup).''' When you hit a creature with your Ancestral Weapon, you may impose either condition on the creature for a duration as listed after the condition. &lt;br /&gt;
&lt;br /&gt;
* Bleeding 1d4 (30 seconds)&lt;br /&gt;
* Dazed (end of your next turn)&lt;br /&gt;
* Deafened (30 seconds)&lt;br /&gt;
* Demoralized (30 seconds)&lt;br /&gt;
* Grappled (until it breaks the Grapple)&lt;br /&gt;
* Grounded (end of your next turn)&lt;br /&gt;
* Shaken (30 seconds)&lt;br /&gt;
* Slowed (30 seconds)&lt;br /&gt;
* Taunted (30 seconds)&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Technique'''&lt;br /&gt;
|Stinging Strike&lt;br /&gt;
|Choose one class: Berzerker, Pugilist, Ranger, Rogue, or Zealot. Gain the entry talent for the class you chose.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unending Rivalry'''&lt;br /&gt;
|Ancestral Technique&lt;br /&gt;
|Choose a specific kind of creature that has one or both of the tags you chose from Know Your Enemy. For example, if “undead” is one of the tags you chose, a specific kind of creature could be “skeletons” or “ghosts.” This refers to creatures that could justifiably be considered that type of creature and your MC will adjudicate each case.&lt;br /&gt;
Gain +2 to your defenses against attacks made by such creatures, and deal +2 damage against them. Furthermore, your crit range increases by +1 against such creatures.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior III'''&lt;br /&gt;
|Unending Rivalry&lt;br /&gt;
|Gain the Whirling Lash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whirling Lash (1/Turn).''' You may strike out at all creatures within a radius equal to your whip’s reach. Make a single whip attack against the AR of each creature in the radius. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mortal Enemy'''&lt;br /&gt;
|Whip Warrior III&lt;br /&gt;
|When a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its tags, you may use your Know Your Enemy, Family Foe, and Unending Rivalry abilities against this creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.&lt;br /&gt;
You may have one Mortal Enemy at a time.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whiplash Improvement'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|You can spend +1 AP to apply your whip’s Trip effect to each creature that you hit with Whiplash.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Uncaged'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athletics, observation, or survival tag.&lt;br /&gt;
When you crit, gain +1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Technique'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|When you hit a single creature with your whip attack, you may spend +2 AP to make a secondary attack against a target’s ANT. On a hit, you force them to drop one weapon or item they are holding, which lands at their feet.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike II'''&lt;br /&gt;
|Descendant 13&lt;br /&gt;
|When you finish Taking a Rest, you may reselect which conditions you may apply with Stinging Strike.&lt;br /&gt;
You may choose three conditions to pick from, instead of two, but still may only apply one condition when you use this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vengeful Heir'''&lt;br /&gt;
|Stinging Strike II&lt;br /&gt;
|Choose a third creature tag for your Know Your Enemy ability.&lt;br /&gt;
Gain another talent from the class you chose as your Ancestral Technique.&lt;br /&gt;
&lt;br /&gt;
You may have a number of Mortal Enemies equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Rest)''' When you use Stinging Strike against a Mortal Enemy, you may apply all of your selected conditions to it.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Immediately gain 2 more talents from the class you chose as your Ancestral Technique.&lt;br /&gt;
|''Warrior, Descendant, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14080</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14080"/>
		<updated>2025-10-28T23:03:15Z</updated>

		<summary type="html">&lt;p&gt;Andi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Urkou Warrior.png|thumb|Belozog Mishkova, repentant exile]]&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying.&amp;quot; - [[Belozog Mishkova]], repentant exile&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.&lt;br /&gt;
&lt;br /&gt;
What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Warrior Tracks&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Archer Track|'''Archer'''.]] An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Commander Track|'''Commander'''.]] A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Protection Track|Protection.]]''' You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Soldier Track|'''Soldier'''.]] You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Curseblade Track|Curseblade.]]''' ''Harker's Guide to Vampire Hunting.'' Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. &lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Descendant Track|Descendant.]]''' ''Harker's Guide to Vampire Hunting.'' Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Warrior Entry Talent ===&lt;br /&gt;
After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warrior Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Battlefield Tactician.''' Gain the Battlefield Tactician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Tactician (AWR+1/Recoup).''' Spend 1 AP on your turn to specify a target within 5 ft of you. Allies within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.&lt;br /&gt;
&lt;br /&gt;
'''Warrior Training.''' If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack.&lt;br /&gt;
|Warrior, Class Entry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
[[File:ArcheryTrack.png|center|frameless|534x534px|Archery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Archery Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Gain the Focus Target ability.&lt;br /&gt;
&lt;br /&gt;
* '''Focus Target.''' Spend 1 AP to specify a target you can see and that is within range of the ranged weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target suffers 1 TD on their next attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Overwatch&lt;br /&gt;
|You ignore Partial Cover against your Focused Target.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest'''&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking'''&lt;br /&gt;
|Sniper’s Nest&lt;br /&gt;
|You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim'''&lt;br /&gt;
|Stalking&lt;br /&gt;
|If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.&lt;br /&gt;
&lt;br /&gt;
* '''Impeccable Aim.''' Gain +10 to your attack rolls until the end of your turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter II'''&lt;br /&gt;
|Impeccable Aim&lt;br /&gt;
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fast Feet'''&lt;br /&gt;
|Sharpshooter II&lt;br /&gt;
|Gain the Tuck and Roll abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Tuck (1/Round).''' On your turn, you can move 5 ft for 0 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Roll (1/Turn).''' If a ranged attack or spell misses you, you may move 5 ft for 0 Reactive AP.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking II'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range for Stalking becomes half the range of the weapon you have equipped.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot'''&lt;br /&gt;
|Stalking II&lt;br /&gt;
|Gain the Headshot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Headshot (3/Rest).''' Declare you are attempting a headshot. Suffer -12 to your attack roll. On a hit, it is considered a crit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter III'''&lt;br /&gt;
|Headshot&lt;br /&gt;
|Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest II'''&lt;br /&gt;
|Sharpshooter III&lt;br /&gt;
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking III'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range is doubled for ranged weapon attacks against your Focused Target.&lt;br /&gt;
&lt;br /&gt;
Your range for Stalking becomes your equipped weapon’s range.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim II'''&lt;br /&gt;
|Stalking III&lt;br /&gt;
|Gain the Perfect Opportunity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Opportunity (1/Catch Breath).''' Activate Impeccable Aim without the conditions being met.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot II'''&lt;br /&gt;
|Impeccable Aim II&lt;br /&gt;
|With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Sharpshooter&lt;br /&gt;
|Gain the Overwatch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwatch.''' If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target II'''&lt;br /&gt;
|Overwatch&lt;br /&gt;
|You may now have a number of Focused Targets equal to 1⁄2 AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch II'''&lt;br /&gt;
|Focus Target II&lt;br /&gt;
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Suppressing Fire'''&lt;br /&gt;
|Overwatch II&lt;br /&gt;
|You may spend +2 AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target III'''&lt;br /&gt;
|Suppressing Fire&lt;br /&gt;
|Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch III'''&lt;br /&gt;
|Focus Target III&lt;br /&gt;
|Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target IV'''&lt;br /&gt;
|Overwatch III&lt;br /&gt;
|You may now have a number of Focused Targets equal to your AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire'''&lt;br /&gt;
|Focus Target IV&lt;br /&gt;
|Gain the Covering Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Covering Fire (AWR/Recoup).''' When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 Reactive AP to force the creature to roll the attack again and take the lower, potentially turning their hit into a miss.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch IV'''&lt;br /&gt;
|Covering Fire&lt;br /&gt;
|Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire II'''&lt;br /&gt;
|Overwatch IV&lt;br /&gt;
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target V'''&lt;br /&gt;
|Covering Fire II&lt;br /&gt;
|When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire III'''&lt;br /&gt;
|Focus Target V&lt;br /&gt;
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch V'''&lt;br /&gt;
|Covering Fire III&lt;br /&gt;
|If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Archer'''&lt;br /&gt;
|Archery 14&lt;br /&gt;
|You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You deal double damage.&lt;br /&gt;
* Your attacks that hit knock the target Prone.&lt;br /&gt;
* Striking a Prone target gives them the Pinned condition. (Escape DC = Your DEX + 10)&lt;br /&gt;
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.&lt;br /&gt;
|''Warrior, Archery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commander Track ===&lt;br /&gt;
[[File:CommanderTrack.png|center|frameless|700x700px|Commander Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Command Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.&lt;br /&gt;
&lt;br /&gt;
Gain the Battle Standard ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All allies within range gain +1 TA on their first attack made on each turn they start in range.&lt;br /&gt;
&lt;br /&gt;
Battle standards have AR, REF, and FORT of 15. They have20 HP, DR 20/Fire, and DT 10.&lt;br /&gt;
&lt;br /&gt;
Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Battle Standard'''&lt;br /&gt;
|Battle Command Focus&lt;br /&gt;
|Allies now gain TA on all attacks while within range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Your battle standard’s range increases by +10 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range II'''&lt;br /&gt;
|Battle Standard Range&lt;br /&gt;
|Your battle standard’s range increases by +20 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range III'''&lt;br /&gt;
|Battle Standard Range II&lt;br /&gt;
|Your battle standard’s range increases by +30 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extra Standard'''&lt;br /&gt;
|Battle Standard Range III&lt;br /&gt;
|You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|''Repeatable.'' Your battle standard gains +10 HP.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard II'''&lt;br /&gt;
|Reinforced Standard&lt;br /&gt;
|Your battle standard gains +5 DT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard III'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Your battle standard gains +5 AR, REF, and FORT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Repairs'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Allies within range of your battle standard gain the Rallied condition.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard II'''&lt;br /&gt;
|Rallying Standard&lt;br /&gt;
|While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner'''&lt;br /&gt;
|Rallying Standard II&lt;br /&gt;
|Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner II'''&lt;br /&gt;
|Under the Banner&lt;br /&gt;
|While allies are Rallied by your battle standard, they are Protected.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner III'''&lt;br /&gt;
|Under the Banner II&lt;br /&gt;
|While allies are Rallied by your battle standard, they gain +2 to their mental defenses.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer II'''&lt;br /&gt;
|Standard Bearer&lt;br /&gt;
|Your standard bearer gains HP equal to your number of Warrior talents + your AWR.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer III'''&lt;br /&gt;
|Standard Bearer II&lt;br /&gt;
|Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer IV'''&lt;br /&gt;
|Standard Bearer III&lt;br /&gt;
|Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer V'''&lt;br /&gt;
|Standard Bearer IV&lt;br /&gt;
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.&lt;br /&gt;
&lt;br /&gt;
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one specialization talent.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Gain the Command ability and the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Command.''''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands.&lt;br /&gt;
&lt;br /&gt;
Gain the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Attack.''''' (X AP) The target immediately makes an attack with a weapon they are holding, gaining +1 TA. This costs you a number of AP equal to what it would cost the target.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''To Me!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Tactical Repositioning command.&lt;br /&gt;
&lt;br /&gt;
* '''''Tactical Repositioning.''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hold!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Hold your Ground and Hold your Fire commands.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Ground.''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Fire.''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells on their next turn. They specify a trigger to make those prepared attacks or spell casts reactively, if they have the Reactive AP to do so. Triggers may be “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire!'''&lt;br /&gt;
|Hold!&lt;br /&gt;
|Gain the Fire! command.&lt;br /&gt;
&lt;br /&gt;
* '''''Fire!.''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forward!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Charge command.&lt;br /&gt;
&lt;br /&gt;
* '''''Charge.''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement'''&lt;br /&gt;
|Command&lt;br /&gt;
|Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement II'''&lt;br /&gt;
|Command Improvement&lt;br /&gt;
|''Repeatable.'' Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement III'''&lt;br /&gt;
|Command Improvement II&lt;br /&gt;
|Targets of your Command ability may also immediately move up to 5 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement IV'''&lt;br /&gt;
|Command Improvement III&lt;br /&gt;
|Targets must be able to see or hear you to benefit from Command, instead of only hearing you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactician’s Command'''&lt;br /&gt;
|Command&lt;br /&gt;
|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a battle standard, it deals +4 damage.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Command'''&lt;br /&gt;
|Tactician’s Command&lt;br /&gt;
|When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imposing Battle Standard'''&lt;br /&gt;
|Battle Standard Command&lt;br /&gt;
|Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician II'''&lt;br /&gt;
|Command &lt;br /&gt;
|Your Battlefield Tactician ability no longer fades on the previous target when you use it again.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry'''&lt;br /&gt;
|Battlefield Tactician II, COR 4&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry (1/Rest).''' Spend 5 AP to give all creatures of your choice who can hear you and are currently under a battle standard +2 AP at the beginning of their next turn.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry III'''&lt;br /&gt;
|War Cry II&lt;br /&gt;
|Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry IV'''&lt;br /&gt;
|War Cry III&lt;br /&gt;
|Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry V'''&lt;br /&gt;
|War Cry IV&lt;br /&gt;
|War Cry becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement'''&lt;br /&gt;
|Battlefield Tactician II&lt;br /&gt;
|Your Battlefield Tactician ability gains +20 ft range when specifying a target.&lt;br /&gt;
|''Warrior, Comander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement II'''&lt;br /&gt;
|Battlefield Tactician Improvement&lt;br /&gt;
|If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement III'''&lt;br /&gt;
|Battlefield Tactician Improvement II&lt;br /&gt;
|You no longer need to see the target for Battlefield Tactician to remain active.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement IV'''&lt;br /&gt;
|Battlefield Tactician Improvement III&lt;br /&gt;
|Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Great General'''&lt;br /&gt;
|Commander 14&lt;br /&gt;
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.&lt;br /&gt;
&lt;br /&gt;
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.&lt;br /&gt;
|''Warrior, Commander, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protection Track ===&lt;br /&gt;
[[File:ProtectionTrack.png|center|frameless|494x494px|Protection Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy suffer 1 TD against a target other than you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Engage'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Engage.''' Spend 2 AP to give a creature within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Intercept'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Intercept ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercept (AWR/Recoup).''' When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Shields Up'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Shields Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise your AR, FORT, and REF, and that of all friendly targets within 5 ft of you, by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this is wielding a shield, they gain an additional +1.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Challenge'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|Targets you have Engaged are now considered Taunted by you as well.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battering Ram'''&lt;br /&gt;
|Protection: Intercept&lt;br /&gt;
|When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battlefield Support'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Challenging Shout'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Challenging Shout ability.&lt;br /&gt;
&lt;br /&gt;
* '''Challenging Shout (1/Catch Breath).''' When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they are Taunted by you until the end of their next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Opportunistic Interception'''&lt;br /&gt;
|Protection II: Any, Protection I: Intercept&lt;br /&gt;
|Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Take Heart'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Take Heart ability.&lt;br /&gt;
&lt;br /&gt;
* '''Take Heart (AWR/Rest).''' Spend 1 AP to give a target within 30 ft of you that can hear you Shield HP equal to your AWR.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Engage II'''&lt;br /&gt;
|Protection III: Any, Protection I: Engage&lt;br /&gt;
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Intercept II'''&lt;br /&gt;
|Protection III: Any, Protection I: Intercept&lt;br /&gt;
|The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Shields Up II'''&lt;br /&gt;
|Protection III: Any&lt;br /&gt;
|When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you spend.&lt;br /&gt;
&lt;br /&gt;
Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Positioning'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Warrior's Fury'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|When you become Bloodied, your speed increases by +10 ft until the end of your next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Battlefield Support II'''&lt;br /&gt;
|Protection IV: Any, Protection II: Battlefield Support&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Defender's Armor'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain DR 5 against targets that you have Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Warrior's Preparation'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Take Heart II'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Engage III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Engage II, Protection 10&lt;br /&gt;
|Gain the Crowd Control ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crowd Control.''' Spend 2 AP to give all creatures within 5 ft of you the Engaged condition. When Engaging targets in this way, they take no damage from your reactive attack; instead, on a hit, they are Suppressed until the end of their current turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Intercept III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Intercept II, Protection I: Shields Up, Protection 10&lt;br /&gt;
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Shields Up III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Shields Up II, Protection 10&lt;br /&gt;
|When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Defender's Superiority'''&lt;br /&gt;
|Protection VII: Any&lt;br /&gt;
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.&lt;br /&gt;
&lt;br /&gt;
* '''Defender’s Superiority (AWR/Rest).''' Add your AWR to the attack roll.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Take Heart III'''&lt;br /&gt;
|Protection VII: Any, Protection VI: Take Heart II&lt;br /&gt;
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Battlefield Support III'''&lt;br /&gt;
|Protection VII: Any, Protection V: Battlefield Support II&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Defender'''&lt;br /&gt;
|Protection 14&lt;br /&gt;
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.&lt;br /&gt;
&lt;br /&gt;
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year).&lt;br /&gt;
&lt;br /&gt;
In addition, gain the Last Stand ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand (1/Week).''' When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects:&lt;br /&gt;
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn.&lt;br /&gt;
** The creature reduced to 0 HP regains 1 HP.&lt;br /&gt;
** If the creature who triggered Last Stand is not you, you can move into their current square, and they can move up to their speed 0 for AP.&lt;br /&gt;
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Protection, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier Track ===&lt;br /&gt;
[[File:SoldierTrack.png|center|frameless|530x530px|Soldier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained Soldier'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one ally are within melee range of the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal'''&lt;br /&gt;
|Trained Soldier&lt;br /&gt;
|You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal II'''&lt;br /&gt;
|Versatile Arsenal&lt;br /&gt;
|You may use STR as your attack and damage attribute for longbows and standing longbows.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting'''&lt;br /&gt;
|Versatile Arsenal II&lt;br /&gt;
|You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting II'''&lt;br /&gt;
|Blind Fighting&lt;br /&gt;
|The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity'''&lt;br /&gt;
|Blind Fighting II&lt;br /&gt;
|You gain the [[Specialization Talents|Exploitative specialization talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist specialization talent]].&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity II'''&lt;br /&gt;
|Soldier’s Opportunity&lt;br /&gt;
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary STR attack against their FORT. On a hit, they are knocked Prone.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity III'''&lt;br /&gt;
|Soldier’s Opportunity II&lt;br /&gt;
|You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal III'''&lt;br /&gt;
|Soldier’s Opportunity III&lt;br /&gt;
|You can carry one additional item with the unwieldy tag. A number of allies equal to your AWR who travel with you for a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.&lt;br /&gt;
&lt;br /&gt;
* '''Disciplined Drills (1/Week).''' If you spend 8 hours training, you can reassign any Talent Points spent in the Combat specialization stack, picking new talents from the same stack.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting III'''&lt;br /&gt;
|Versatile Arsenal III&lt;br /&gt;
|The range of Blind Fighting increases to 15 ft.&lt;br /&gt;
&lt;br /&gt;
Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown'''&lt;br /&gt;
|Blind Fighting III&lt;br /&gt;
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.&lt;br /&gt;
&lt;br /&gt;
* '''Showdown (1/Week).''' Specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your character level, and all of your defenses equal your ANT, unless they would be higher otherwise.&lt;br /&gt;
&lt;br /&gt;
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown II'''&lt;br /&gt;
|Showdown&lt;br /&gt;
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR.&lt;br /&gt;
&lt;br /&gt;
While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied, and if you lost your last Showdown, you deal +2 damage.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown III'''&lt;br /&gt;
|Showdown II&lt;br /&gt;
|Double every numerical value of Showdown II.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arete'''&lt;br /&gt;
|Showdown III&lt;br /&gt;
|Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Indomitable Champion'''&lt;br /&gt;
|Arete&lt;br /&gt;
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible for you to be slain in battle. Gain the Indomitable Champion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Indomitable Champion.''' If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.&lt;br /&gt;
** If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means creating a new character and handing over narrative control to your MC. &lt;br /&gt;
** If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' If you reach level 30 without using your Indomitable Champion ability, you gain +2 STR and the final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Soldier, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Curseblade2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Curseblade Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Whether inherited or stumbled upon, the Curseblade is a keeper of darkness, perhaps themselves cursed to shepherd powers beyond them. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curseblades are victims of happenstance, those drawn into their role by chance, while others belong to orders that bind hateful and vicious spirits to wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cursed Blade'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.&lt;br /&gt;
Additionally, your Curseblade gains one of the following base properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Balanced:''''' Your weapon no longer counts as unwieldy.&lt;br /&gt;
&lt;br /&gt;
* '''''Dualistic:''''' For 2 AP, you may create a copy of your weapon for 1 minute so long as it possesses the light tag. This weapon gains the use of any Curseblade talents that apply to your original Curseblade.&lt;br /&gt;
&lt;br /&gt;
* '''''Featherweight:''''' Your weapon gains the light tag if it did not already possess it. This cannot be added to weapons with the two-handed tag.&lt;br /&gt;
* '''''Halfhand:''''' You treat a weapon with the hand-and-a-half tag as if it is always being wielded in two hands.&lt;br /&gt;
* '''''Overbearing (2/Recoup):''''' When you hit a creature with this weapon you may expend 1 AP to make a secondary attack against their FORT. On a hit, you knock that creature Prone.&lt;br /&gt;
* '''''Overreach:''''' Your weapon’s reach extends by 5 ft.&lt;br /&gt;
* '''''Returning:''''' Your weapon gains Thrown 30 ft. For 1 AP, you may recall your weapon back to your hand if it is within 30 ft of you. If your weapon already possesses a Thrown range this doubles it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade'''&lt;br /&gt;
|Cursed Blade&lt;br /&gt;
|Your Curseblade grants a +1 to attack and damage when you are wielding it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Spirit Blade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Blade (2/Rest).''' Choose any defense other than AR. For 2 AP, you may activate Spirit Blade for 1 minute. Your Curseblade attacks target that defense for the duration.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Imbued Force ability.&lt;br /&gt;
&lt;br /&gt;
* '''Imbued Force (2/Rest) .''' For 2 AP, you may activate Imbued Force, dealing +1d4 damage with your attacks from your Curseblade for 1 minute.  Based on your spirit’s tag, choose one damage type; your extra damage from this ability is of that type.&lt;br /&gt;
** Arcane: cold or fire&lt;br /&gt;
** Occult: necrotic or toxic&lt;br /&gt;
** Primal: corrosive or lightning&lt;br /&gt;
&lt;br /&gt;
You may only have one instance of Imbued Force active at a time.&lt;br /&gt;
&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade II'''&lt;br /&gt;
|Spirit Blade or Imbued Force&lt;br /&gt;
|Choose an additional base property from the Cursed Blade talent to apply to your Curseblade. Your crit range increases by +1 against creatures that share the same tag as your Curseblade’s spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade II'''&lt;br /&gt;
|Imbued Blade II, Spirit Blade&lt;br /&gt;
|You regain +1 use of Spirit Blade whenever you Recoup. While Spirit Blade is active, any attacks you make against creatures that share your spirit’s tag deal +1d4 damage of your weapon’s damage type.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force II'''&lt;br /&gt;
|Imbued Blade II, Imbued Force&lt;br /&gt;
|You regain +1 use of Imbued Force whenever you Recoup. The added damage from Imbued Force becomes +1d6 and you may now choose between either damage type associated with your spirit’s tag when activating Imbued Force.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing'''&lt;br /&gt;
|Imbued Blade II&lt;br /&gt;
|You may, over the course of an hour, change your Curseblade into a different melee weapon. At the end of this process you may reassign both of your Curseblade’s base properties.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade III'''&lt;br /&gt;
|Spirit Blade II or Imbued Force II, Curseblade 7&lt;br /&gt;
|Imbued Blade becomes +2.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade III'''&lt;br /&gt;
|Imbued Blade III, Spirit blade II&lt;br /&gt;
|Spirit Blade’s recharge becomes 1⁄2 X/Rest. You gain +1 TA with attacks you make against creatures per tag they share with your spirit.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force III'''&lt;br /&gt;
|Imbued Blade III, Imbued Force II&lt;br /&gt;
|Imbued Force’s recharge becomes 1⁄2 X/Rest. The added damage from Imbued Force becomes +1d8. You may have no more than two instances of Imbued Force active at a time.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing II'''&lt;br /&gt;
|Imbued Blade III, Morphing&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may now morph your weapon into any melee weapon for 4 AP. This occurs instantaneously, and you may reassign both of your Curseblade’s properties.&lt;br /&gt;
&lt;br /&gt;
Every time you take this talent, you gain +2 uses per Rest.&lt;br /&gt;
|''Warrior, Curseblade, Repeatable, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade IV'''&lt;br /&gt;
|Spirit Blade III or Imbued Force III&lt;br /&gt;
|Your Curseblade gains one of the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Explosive Burst (2/Rest):''''' You expel a blast of power for 4 AP. Make an attack with your Curseblade against the FORT of every creature of your choice in a 15 ft cone in front of you. On a hit, the creature takes your weapon’s normal damage and is either knocked back 5 ft or knocked Prone (choose upon using this ability). &lt;br /&gt;
* '''''Scything Blow (2/Rest):''''' For 4 AP you may make an attack with your Curseblade against the REF of a creature you can see within 30 ft of you. This attack also targets every creature of your choice between you and your target. On a hit, the creature takes additional damage that is +1⁄2 X. At the end of this attack you teleport to the original target of the attack.&lt;br /&gt;
* '''''Whirling Dervish (2/Rest):''''' You create a vortex of swirling energy for 4 AP. Make a magic attack against the REF of every creature of your choice in a 10 ft radius around you. Use X if you do not have a magic attribute. On a hit, the creature takes additional damage that is +1⁄2 X. &lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Property'''&lt;br /&gt;
|Imbued Blade IV&lt;br /&gt;
|Your Curseblade gains one of the following advanced properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Draining (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of HP from it equal to 1⁄2 X, regaining that much HP yourself. If you are Bloodied, you regain twice as many hit points. &lt;br /&gt;
* '''''Impossible Design:''''' This weapon loses the two-handed tag and gains the one-handed tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Quick:''''' Reduce the APC of the weapon and its min APC by 1 (min 1).&lt;br /&gt;
&lt;br /&gt;
* '''''Searing (1/Recoup):''''' You gain a +2 bonus to damage rolls with your Curseblade for 1 minute.&lt;br /&gt;
* '''''Siphoning (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of SP from it equal to 1⁄2 X, regaining that much SP yourself. If a creature does not have SP, this ability does not function.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade V'''&lt;br /&gt;
|Curseblade 12&lt;br /&gt;
|You regain +1 use of the ability you chose from Imbued Blade IV whenever you Recoup.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit'''&lt;br /&gt;
|Curseblade&lt;br /&gt;
|You gain the magic entry talent for the magic source that corresponds to your spirit’s tag if you do not already have it. If you already have it, gain +5 SP and +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. Whenever you gain a talent from this track with the cursemagic tag, including this one, you gain +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. This works retroactively if you have already taken talents with the cursemagic tag.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit II'''&lt;br /&gt;
|Awakened Spirit&lt;br /&gt;
|Choose a creature tag: celestial, eldritch, elemental, fae, or fiend. Your spirit gains that tag. You gain an additional feature depending on your choice:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Resist Divine +3.&lt;br /&gt;
* '''''Eldritch:''''' Resist Arcane +3.&lt;br /&gt;
* '''''Elemental:''''' Choose either cold, corrosive, fire, or lightning damage. Gain Absorb +5 of that type of damage&lt;br /&gt;
* '''''Fae:''''' You gain Resist Charmed +5.&lt;br /&gt;
* '''''Fiend:''''' Resist Occult +3.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Gain the Dualistic Mind ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dualistic Mind (2/Recoup).''' You can call upon your spirit to bolster your defenses. When an attack against your LOG (arcane spirit), ANT (primal spirit), or WILL (occult spirit) hits you, you may spend 1 Reactive AP to call on your spirit to aid you. Roll 1d4 and add it to your defense against the attack. If the attack misses, your Curseblade steals the energy of the attack, granting you +1 TA to your next attack. &lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind II'''&lt;br /&gt;
|Dualistic Mind&lt;br /&gt;
|Your spirit’s being begins to influence your own. You gain a +2 bonus to any attribute checks you make while interacting with a creature that shares the same tags as your spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind III'''&lt;br /&gt;
|Dualistic Mind II&lt;br /&gt;
|Choose one defense out of AR, REF, or FORT. You may now use the 1d4 from Dualistic Mind for that defense as well.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul'''&lt;br /&gt;
|Dualistic Mind III, Awakened Spirit III&lt;br /&gt;
|The very essence of your spirit’s soul begins to seep into yours. You you gain a feature associated with your spirit’s tag:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When making AWR/Intuiting checks, roll 2d20 and keep the higher. You learn any one divine ritual you possess the prerequisite for. Treat either your Arcane, Primal, or Occult Power as Divine Power to qualify for this ritual.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' You can identify any arcane spell or effect without a roll and may learn any one arcane spell with an SPC equal to, or less than, your level. You may use this spell even if you are normally incapable of casting arcane magic, and may use your Essence to cast this spell, as described in Awakened Spirit III.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You can identify any primal spell or effect without a roll and may learn any one primal invocation you possess the prerequisite for. If you do not have Primal Power, treat either your Arcane or Occult Power as Primal to determine your Primal Tier to qualify for this invocation.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' A creature has a hard time telling if you are lying. When you make a CHA/Deceiving check, roll 2d20 and take the higher. You gain Immune Engaged.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' You can identify any occult spell or effect without a roll and may learn any one occult ritual you possess the prerequisite for. If you do not have Occult Power, treat either your Arcane or Primal Power as Occult to qualify for this ritual.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul II'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|Your attunement to your spirit extends to its supernatural awareness. You cannot be Partially Surprised, and if you would be Completely Surprised, treat it as Partially Surprised instead.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual Embodiment'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|You no longer need to sleep, thanks to the mystic bond you share with your Curseblade.&lt;br /&gt;
You have gained a unique understanding of your spirit and may now spend 8 hours conducting a ritual to transfer it to a new home. This new vessel can be any one-handed, hand-and-a-half, or two-handed weapon. It can be a magicalweapon as well, with an Essence cost no greater than your level + X. You may conduct this ritual while Taking a Rest.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit III'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Learn 3 spells from the magic source for which you possess the entry talent for. Additionally, choose any 2 spells you know (including those learned from this talent). When you cast these spells, you may choose to deal damage to yourself equal to that spell’s SPC as your Curseblade uses your Essence to fuel its power, reducing its SPC to 0 for that casting. These spells cannot have an SPC greater than twice your level.&lt;br /&gt;
If this damage reduces you to 0 HP, you gain +2 Death Points.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit IV'''&lt;br /&gt;
|Awakened Spirit III&lt;br /&gt;
|Gain a new ability depending on your spirit’s tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Gain +2 Skill Points that you can spend on any skill with the influence or knowledge tag. Whenever you deal damage with your Curseblade, or any of your Curseblade abilities, you may spend 2 AP to make the damage radiant. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Gain +2 Skills Points that you can spend on any skill with the crafting or knowledge tag. Whenever you deal damage with a spell you may spend 2 AP to ignore any Resist a creature may have against that spell. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' Gain +2 Skills Points that you can spend on any skill with the stamina or survival tag. You ignore other creatures’ Resist from the damage type you picked from Awakened Spirit II..&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' Gain +2 Skills Points that you can spend on any skill with the luck or performance tag. When you hit a creature with your Curseblade, you may spend 2 AP to make a magic attack against that creature’s WILL. Use X if you do not have a magic attribute. On a hit, that creature is Charmed by you for 1 minute or until they take any damage. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' Gain +2 Skills Points that you can spend on any skill with the influence or stamina tag. When you hit a creature with your Curseblade you may spend 1 AP to make a magic attack against that creature’s FORT. Use X if you do not have a magic attribute. On a hit, you knock that creature Prone and push it 5 ft.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit V'''&lt;br /&gt;
|Awakened Spirit IV, Curseblade 12&lt;br /&gt;
|Choose 2 spells you know. These spells can now be cast with your Essence, as described in Awakened Spirit III.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Keeper'''&lt;br /&gt;
|Awakened Spirit II, Imbued Blade V, Curseblade 14&lt;br /&gt;
|You strike an amicable relationship with the spirit held within your Curseblade (or entirely bend it to your will), merging your wills into one. You gain unique abilities as a result of that combination.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When you hit a creature with your Curseblade, the divine wounds turn to holy vitae, splashing any creature within 5 ft with holy water. This version of holy water deals 1d10 radiant damage to any creature you designate as an enemy, and grants 1d4 Shield HP to any creature you designate as an ally. This occurs and lasts for the duration of your Spirit Blade or Imbued Force abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Your Awakened Spirit IV feature becomes 1 AP cost and 2/Recoup recharge.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You may choose a second damage type from your Awaken Spirit II talent. This grants you the Absorb from the same talent, and you may add that damage type to the damage done from attacks and spells. If that creature does not have Resist to both, it is treated as if it had Resist to neither.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' You may reach out to every weapon or natural weapon within a 10 ft radius from you for 4 AP. Make a magic attack against its wielder’s ANT. Use X if you do not have a magic attribute. On a hit, that weapon animates and damages its wielder, using their own damage calculation. You may use this ability 1⁄2 X/Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' When you knock a creature Prone or push a creature at least 5 ft, they take additional blunt damage equal to your END.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).&lt;br /&gt;
|}&lt;br /&gt;
[[File:Descendant2.png|thumb|431x431px]]&lt;br /&gt;
&lt;br /&gt;
=== Descendant Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. Some Descendants are fueled by vengeance for families lost, others dedicate themselves to hunting down every vestige of their sworn foes, and some few find themselves locked into battles not of their choosing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Weapon'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose any single whip. You are given that weapon, you find it, or it is a weapon you already possess; this is an Ancestral Weapon that your forebears used to wield. Gain the Family Heirloom talent, ignoring its prerequisites, and apply it to the whip that you just gained.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior'''&lt;br /&gt;
|Ancestral Weapon&lt;br /&gt;
|You are particularly adept with whips. Making a secondary attack with a whip to Trip a creature now only costs you 1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidating Presence'''&lt;br /&gt;
|Whip Warrior&lt;br /&gt;
|Gain +2 to Menacing and Intimidating.&lt;br /&gt;
You may have two targets of your Battlefield Tactician ability at a time. If you would target a third creature, choose which previous creature is no longer subject to this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Intimidating Presence&lt;br /&gt;
|Choose two creature tags besides humanoid. You gain +2 to your REF, ANT, and WILL against attacks made by creatures with one or both of those tags.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Name Recognition'''&lt;br /&gt;
|Know Your Enemy&lt;br /&gt;
|Your ancestral surname carries great weight. When you are in a settlement where someone sharing your surname has had Goodwill in the past 100 years, you have +2 on Gossiping, Leadership, and Persuading checks. When you are in a settlement where someone sharing your surname has had negative Goodwill in the past 100 years, you have +2 on Intuiting, Intimidating, and Menacing checks.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior II'''&lt;br /&gt;
|Name Recognition&lt;br /&gt;
|Gain the Whiplash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whiplash (1/Turn).''' You may strike out at all creatures in a straight line within double the normal reach of your whip. Make a single whip attack against the AR of each creature in the line. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Foe'''&lt;br /&gt;
|Whip Warrior II&lt;br /&gt;
|Deal +2 damage against creatures that have one or both of the tags you chose in Know Your Enemy.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike'''&lt;br /&gt;
|Family Foe&lt;br /&gt;
|Choose two conditions from the following list and gain the Stinging Strike ability. &lt;br /&gt;
&lt;br /&gt;
* '''Stinging Strike (1/Recoup).''' When you hit a creature with your Ancestral Weapon, you may impose either condition on the creature for a duration as listed after the condition. &lt;br /&gt;
&lt;br /&gt;
* Bleeding 1d4 (30 seconds)&lt;br /&gt;
* Dazed (end of your next turn)&lt;br /&gt;
* Deafened (30 seconds)&lt;br /&gt;
* Demoralized (30 seconds)&lt;br /&gt;
* Grappled (until it breaks the Grapple)&lt;br /&gt;
* Grounded (end of your next turn)&lt;br /&gt;
* Shaken (30 seconds)&lt;br /&gt;
* Slowed (30 seconds)&lt;br /&gt;
* Taunted (30 seconds)&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Technique'''&lt;br /&gt;
|Stinging Strike&lt;br /&gt;
|Choose one class: Berzerker, Pugilist, Ranger, Rogue, or Zealot. Gain the entry talent for the class you chose.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unending Rivalry'''&lt;br /&gt;
|Ancestral Technique&lt;br /&gt;
|Choose a specific kind of creature that has one or both of the tags you chose from Know Your Enemy. For example, if “undead” is one of the tags you chose, a specific kind of creature could be “skeletons” or “ghosts.” This refers to creatures that could justifiably be considered that type of creature and your MC will adjudicate each case.&lt;br /&gt;
Gain +2 to your defenses against attacks made by such creatures, and deal +2 damage against them. Furthermore, your crit range increases by +1 against such creatures.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior III'''&lt;br /&gt;
|Unending Rivalry&lt;br /&gt;
|Gain the Whirling Lash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whirling Lash (1/Turn).''' You may strike out at all creatures within a radius equal to your whip’s reach. Make a single whip attack against the AR of each creature in the radius. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mortal Enemy'''&lt;br /&gt;
|Whip Warrior III&lt;br /&gt;
|When a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its tags, you may use your Know Your Enemy, Family Foe, and Unending Rivalry abilities against this creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.&lt;br /&gt;
You may have one Mortal Enemy at a time.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whiplash Improvement'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|You can spend +1 AP to apply your whip’s Trip effect to each creature that you hit with Whiplash.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Uncaged'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athletics, observation, or survival tag.&lt;br /&gt;
When you crit, gain +1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Technique'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|When you hit a single creature with your whip attack, you may spend +2 AP to make a secondary attack against a target’s ANT. On a hit, you force them to drop one weapon or item they are holding, which lands at their feet.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike II'''&lt;br /&gt;
|Descendant 13&lt;br /&gt;
|When you finish Taking a Rest, you may reselect which conditions you may apply with Stinging Strike.&lt;br /&gt;
You may choose three conditions to pick from, instead of two, but still may only apply one condition when you use this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vengeful Heir'''&lt;br /&gt;
|Stinging Strike II&lt;br /&gt;
|Choose a third creature tag for your Know Your Enemy ability.&lt;br /&gt;
Gain another talent from the class you chose as your Ancestral Technique.&lt;br /&gt;
&lt;br /&gt;
You may have a number of Mortal Enemies equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Rest)''' When you use Stinging Strike against a Mortal Enemy, you may apply all of your selected conditions to it.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Immediately gain 2 more talents from the class you chose as your Ancestral Technique.&lt;br /&gt;
|''Warrior, Descendant, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=14079</id>
		<title>Cleric</title>
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		<updated>2025-10-28T11:36:02Z</updated>

		<summary type="html">&lt;p&gt;Andi: Reverted edits by Makiaka (talk) to last revision by Andi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ &lt;br /&gt;
[[File:Cleric(copy).png|thumb|Marcus Luxxor, disciple of Tovare]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Each soul is a unique thread in a divine tapestry. It is my sacred duty to nourish these threads, as they are gifts given by the gods themselves. I tend especially to those threads that are frayed and in need of repairs.&amp;quot; - [[Marcus Luxxor]], disciple of Tovare&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Having been raised in the orbit of a great religious order, piety is in your blood. As a child you strove to give alms and help the needy whenever you could manage. You sought out the wise counsel of the priests and clergy in your town, and you took their teachings to heart, meditating on the precepts of your deities both day and night. Now, as a righteous pillar of your religious community, you continue to follow the path you began as a child: in all that you do, you seek to venerate your gods and enact their will on the world around you.&lt;br /&gt;
&lt;br /&gt;
You might pursue many clerical studies or focus your mind and soul upon mastering a single discipline, becoming an expert healer, righteous combatant, dedicated scholar, or a blend thereof. Regardless, you always have your divine icon at your side, a holy depiction of your god or your tenets. Your divine icon serves both as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Divine Icon Track|Divine Icons.]]''' You have at least one divine icon, which holds within it vestiges of holy power from the god or gods that you worship.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Exorcist Track|Exorcist.]]''' Stronger of will than your average clergyperson or preacher, you might make it your life’s mission to stare down the darkest demons of humanity and draw them out of unfortunate souls. &lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Piety Track|Piety.]]''' You work small miracles, healing injury and disease with a mere touch, or invigorating a season’s crops to bounty.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Theologian Track|Theologian.]]''' You passionately study scripture and ancient texts, and how to illuminate manuscripts or scribe ornate icons with which you can spread the miraculous wonder of your faith.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Mythological Domain Track|Mythological Domain.]]''' ''Harker's Guide to Vampire Hunting.'' You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Cleric Entry Talent ===&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the Cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
'''Devotee.''' Gain the Disciple of the Divine talent if you did not already have it. If you already have it, gain +1 Divine Power and +5 SP instead. CHA is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Divine Ward.''' Gain the Divine Ward ability. &lt;br /&gt;
&lt;br /&gt;
* '''Divine Ward.''' Spend 1 Reactive AP when an ally within 30 ft of you is attacked to increase that ally’s AR by +2 until the start of that ally’s next turn.&lt;br /&gt;
&lt;br /&gt;
'''Divine Icon.''' You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power.''' Each time you level up and spend your talent point on a Cleric talent, you gain +5 SP and +1 Divine Power.&lt;br /&gt;
|''Class Entry, Cleric''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Gaining a deity’s Divine Icon is considered an enforceable contract with that deity. You are expected to uphold that deity’s ideals and conduct yourself in a fashion that the deity would find commendable. At your MC’s discretion, failure to obey your deity’s tenets might cause your deity to revoke access to their Icons.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
=== Exorcist Track ===&lt;br /&gt;
[[File:PietyExorcistTrack.png|center|frameless|417x417px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Planar''' '''(2/Rest).''' You sense the presence of creatures with the avadri, celestial, eldritch, fae, or fiends tag within 1 mile of you. You sense their exact numbers and distance from you. You cannot sense their exact identities. You can maintain this sense for up to 10 minutes if you do nothing else other than non-strenuous walking, talking, or light activity.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward now boosts your ally’s AR and physical defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Divine Ward now increases your ally’s AR and physical defenses by +3 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Planar recharges upon Recouping. &lt;br /&gt;
Gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Identify Planar (2/Rest).''' When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain the Abjure Unholy divine spell. You can innately cast this unique spell 2/Rest.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: ''Divine, Spell, Warding'' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
Choose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block Line of Sight but does block Line of Effect. The cylinder is solid to the touch, preventing passage into or out of the circle. Spells, effects, and abilities that include a physical source of damage (such as arrows, fire, or acid) cannot penetrate this barrier.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape as part of their move by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature tag: avadri, celestial, eldritch, fae, or fiend. Creatures with that tag that are stuck in your circle can only attempt to escape if you have taken damage since your last turn, and must roll 2d20 and take the lower when trying to escape.&lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early for 0 AP.&lt;br /&gt;
|}&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Divine Ward now increases your ally’s AR and physical defenses by +4 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward now applies to all defenses (AR, physical, and mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] divine ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Exorcist (1/Rest).''' When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward III'''&lt;br /&gt;
|Expert Exorcist, Distant Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield III'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Divine Ward now increases your ally’s defenses by +5 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it) and becomes 1⁄2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar III'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles. When you deal radiant damage to a creature with the avadri, celestial, eldritch, fae, or fiend tags, add your CHA to the damage.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|Malicious planar entities fear your name, and towns bereaved by such entities know to seek you out when they need a skilled exorcist.&lt;br /&gt;
When you use the Exorcism ritual, you never have to roll on the side effect table unless you upcharge. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times.&lt;br /&gt;
&lt;br /&gt;
When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
* '''Unholy Scourge''' '''(1/Rest).''' All creatures in your Abjure Unholy circle take 4d10 radiant damage at the start of each of their turns.&lt;br /&gt;
* '''''Level 30:''''' You can choose any creature tag for Abjure Unholy.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Piety Track ===&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Healing Hands ability.&lt;br /&gt;
&lt;br /&gt;
* '''Healing Hands (CHA/Rest).''' Spend 2 AP to touch a creature and restore 3 HP to that creature.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist'''&lt;br /&gt;
|Healing Hands, Holy Support&lt;br /&gt;
|Gain +2 Nature. &lt;br /&gt;
By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
* '''Monastic Horticulture (1/Month).''' Select a field of crops up to 2.5 acres. These crops become immune to nonmagical blights, poisons, diseases, and insects. They still grow and produce food at their normal rate, but the food they produce is high-quality and delicious.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Touch'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|Gain the Holy Touch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Touch (1/Rest).''' While Recouping, you can use Healing Hands one time without expending a use.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Holy Touch&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Gain the Piety ability.&lt;br /&gt;
* '''Piety''' '''(1/Week).''' You may touch a creature suffering from a common poison and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Hands'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Healing Hands ability now restores 5 HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Divine Hands&lt;br /&gt;
|When you cast a divine spell that restores HP to a single target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety also cures common diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain +2 Nature and the Horticultural Blessing ability.&lt;br /&gt;
* '''Horticultural Blessing''' '''(1/Week).'''  When you spend at least 1 week in a settlement, and you have used Monastic Horticulture on a field that will produce crops, you can bless the crops. The crops will produce an extra 2d10 rations’ worth of food each day for the next week. Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|Piety also cures uncommon poisons and diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|You are heralded as a miraculous healer the world over. Any religious institution (besides extremists and cults) will happily house you. Clergy, kings, nobles, politicians, and generals seek your presence as they know you can work divine healing on behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles.&lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
* '''Miracle Worker''' '''(1/Rest).''' You may touch a creature suffering from any poison or disease and instantaneously cure them, if the poison or disease was magical you become Sickened for 24 hours. Furthermore, whenever you arrive in a new town you gain 1d12 disciples that follow you around while in town and do basic favors and errands for you. Each time you leave a town, you may choose to take one of these disciples on as an apostle. They will follow you around indefinitely and have the stats of any NPC of ML 3 or lower. You may have a number of apostles up to your Cleric level. &lt;br /&gt;
* '''''Level 30:''''' Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|If the recipient of your healing from Healing Hands is Bloodied, they gain +3 HP. Also, you may now use Healing Hands as a reactive action.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Healing Hands becomes 1 AP to use. Also, if the recipient of your healing from Healing Hands is Bloodied, they now gain +4 HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If a target has 0 HP, your Healing Hands restores double the HP.&lt;br /&gt;
If you roll Initiative and have no uses of Healing Hands, regain one use of Healing Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savior'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|You are known as a powerful healer and righteous fighter. Generals and military commanders seek to conduct themselves in an exemplary and honorable manner in an effort to recruit you to their cause.&lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
* '''Ambient Divinity (CHA/Rest).'''  When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you spent on that spell.&lt;br /&gt;
* '''Divine Salvation''' '''(1/Rest).''' When a creature within 60 ft of you is reduced to 0 HP, you may spend 1 Reactive AP to heal them for 100 HP. You become Helpless until the end of your next turn after doing this.&lt;br /&gt;
* '''''Level 30:''''' Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Holy Support AP that acts as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Gain +1 Holy Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Gain +1 Holy Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Theologian Track ===&lt;br /&gt;
[[File:TheologianTrack.png|center|frameless|512x512px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the knowledge tag. When you spend time researching in a well-resourced library or religious center, you uncover whatever information you are capable of learning in half the time it would normally take.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|Choose an icon for which you have access. Gain an additional magical ability based on that choice. This ability counts as divine when you cast it. &lt;br /&gt;
Refer to the ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scriptorium''' '''(1/Month).''' Given 24 hours in a well-equipped religious center with a library, you can reselect which divine spells you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Iconographer.''' When you finish Taking a Rest, you can duplicate a Divine Icon. Pick a Divine Icon that you know which has a recharge and has the level 1 icon tag. You write a duplicate of that icon. Choose one ally to bond with the Icon. That creature gains one use of that icon and it recharges as normal. You may only create one icon in this way. Using this ability again renders previous icons impotent.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|When you create an Icon using your Iconographer ability, you may now create icons with the level 2 icon tag. The creature can still only use the icon one time until it recharges, unless the Icon’s improved ability adds +1 usage of the Icon, in which case the creature can use it twice before needing to recharge it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scrivener (1/Rest).'''  When you finish Taking a Rest, you can create a spell scroll out of a prayer or divine spell that you know. This consumes valuable inks and gold leaf - the cost in sc is the spell’s SPC x10, treating a prayer as having an SPC of 1. You also must spend the normal amount of SP as if casting the spell when you scribe it and cannot scribe a spell with an SPC greater than your Divine Power. Once you have scribed a spell onto a scroll, you or any creature that possesses the scroll can cast it by spending the normal APC using your CHA as the magic attribute. The magic fades from the scroll once used or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Gain another magical ability off the Apocrypha list for an icon you have access to.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|You can now also reselect which divine prayers you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|You can now also reselect which divine rituals you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
Gain the Apprenticeship ability.&lt;br /&gt;
* '''Apprenticeship (1/Recoup).''' When Recouping, you use your Iconographer ability again on the same creature, replacing their previous Icon with a new one.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One icon must have the level 1 icon tag, while the other can have the level 2 icon tag.&lt;br /&gt;
Apprenticeship only works on one creature each time you Recoup.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|Both Icons created by your Iconographer ability can have the level 2 icon tag. If you have bonded two creatures, they can trade or give one another the Icons at will by physically handing one another the separate Icons.&lt;br /&gt;
When you use Apprenticeship, both creatures can benefit from the ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|Gain the Sola Scriptura ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sola Scriptura (1/Recoup).''' When casting a spell from a scroll you have scribed, you can ignore all other Gesture, Verbal, and Visual requirements.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, your Scrivener ability now costs sc equal to the spell’s SPC x5.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can now scribe two scrolls with Scrivener.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|Gain the Illuminated Manuscript ability.&lt;br /&gt;
&lt;br /&gt;
* '''Illuminated Manuscript (1/Week).''' When in a well- equipped religious center or library you can spend 1 hour to make one additional scroll or icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|You can now also reselect which Cleric talents you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Gain another magical ability off the Apocrypha list for an icon you have access to.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|Your Iconographer ability allows you to create three Icons now, none of which can be stronger than an Icon with the level 2 icon tag. You can bond them all to one creature, to two creatures, or to three creatures. Any bonded creatures can trade or give their icons to other bonded creatures at any point by physically handing them the Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|You are revered as a legendary scholarly theologian who writes excellent icons that tell compelling stories deeply wrought with spiritual significance. Your work decorates many houses of prayer and many pious nobles proudly display your Icons in their homes.&lt;br /&gt;
Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
* '''Iconic Covenant.''' If you create the same Icon every day for 1 month, then the icon becomes permanent. Permanent Icons are uncommon magical items that cost 10 Essence Points. You cannot prevent a creature that possesses one of your permanent icons from bonding to it and gaining its benefits. You can only create one permanent Icon per year.&lt;br /&gt;
* '''''Level 30:''''' You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|You are renowned as a tremendous scrivener who creates beautiful illuminated manuscripts and is deeply knowledgeable in religious matters. Your texts are often used in liturgical ceremonies throughout the land.&lt;br /&gt;
Your Scrivener scrolls last for 48 hours before losing magic.&lt;br /&gt;
&lt;br /&gt;
When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
* '''Holy Lectionary''' '''(1/Week).''' Create one special scroll, your Holy Lectionary. This scroll can have an SPC equal to or less than your Divine Level x2, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
* '''''Level 30:''''' Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Apocrypha List&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Relaxing Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Track ===&lt;br /&gt;
[[File:DivineIconTrack.png|thumb|667x667px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric Entry or [[Vessel]] Entry&lt;br /&gt;
|''Repeatable.'' Gain access to two additional Divine Icon abilities, choosing from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|''Repeatable.'' Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Abilities List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* '''Silver Tongue''' '''(1/ Recoup).''' When making a CHA check, add a bonus equal to 1⁄2 CHA.&lt;br /&gt;
|''Divine Icon - Ambition, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue now equals CHA.&lt;br /&gt;
|''Divine Icon - Ambition, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vendetta''' '''(2/Recoup).''' By spending 1 minute talking with a creature or meditating, give a creature you touch +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied.&lt;br /&gt;
|''Divine Icon - Ambition, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fasting ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fasting (1/Rest).''' You or one creature that you touch does not gain Fatigue for neglecting to eat or drink for the next 24 hours. Regardless of how many times you use this ability on the same target, any creature affected by this ability must eat and drink at least once per week in order to survive.&lt;br /&gt;
|''Divine Icon - Austerity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* '''Provision''' '''(1/Recoup).''' When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courage''' '''(2/Rest).''' Spend 3 AP to touch one creature and insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken.&lt;br /&gt;
|''Divine Icon - Bravery, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Legacy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Legacy (1/Week).''' When you leave a settlement and have one or more Goodwill there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Nurturance''' '''(2/Rest).''' Spend 1 AP to touch one willing creature. They regain 1 HP at the start of each of their turns for the next 1d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blinding Dark''' '''(2/Rest).''' You can cast the Blind occult chant. It counts as divine when cast by you and has a range of 80 ft.&lt;br /&gt;
|''Divine Icon - Darkness, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Rites.''' When a creature dies, you may briefly commune with its soul for a minimum of 2 minutes to give it a funeral appropriate to its customs. Doing so grants you Shield HP equal to your CHA.&lt;br /&gt;
|''Divine Icon - Death, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the Shield HP.&lt;br /&gt;
|''Divine Icon - Death, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gravemaster.''' When you finish Taking a Rest, you may touch one ally. For that creature to die, it must gain one more Death Point than normal until you use this ability again.&lt;br /&gt;
|''Divine Icon - Death, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|You may now target two allies with Gravemaster.&lt;br /&gt;
|''Divine Icon - Death, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* '''Withering''' '''(2/Rest).''' By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns.&lt;br /&gt;
|''Divine Icon - Decay, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* '''Trembling''' '''(2/Rest).''' By spending 2 AP, a creature that you touch is Shaken until the end of their next turn.&lt;br /&gt;
|''Divine Icon - Decay, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your max SP.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destiny's Touch'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Destiny’s Touch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Destiny’s Touch (1/Rest).''' You may reroll one of your d20s, using the second result.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|When you finish Taking a Rest, choose a number between 1 and 20. The first time you roll that number on a d20 roll, gain 1d4 Shield HP.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|When you finish Recouping, you may pick an additional number to activate Prophetic Glimpse.&lt;br /&gt;
|''Divine Icon - Fate, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* '''Uncontainable (CHA/Rest).''' You or one creature of your choice within 30 ft of you ignores the Slowed condition until the end of the target creature’s next turn. This can be used as a reactive action for 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Freedom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable II'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom, Level 2 Icon'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unstoppable''' '''(CHA/Rest).''' You or one creature of your choice within 10 ft of you that just became Dazed removes that condition. This can be used as a reactive action for 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Freedom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gluttony (CHA/Rest).''' Spend 1 AP to Taunt a creature within 40 ft of you for 1 minute.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodlust (2/Rest).''' Gain +1 on attack rolls and damage, and +5 ft speed, until the end of your current turn.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vow of Enmity''' '''(2/Recoup).''' Spend 1 AP to choose one hostile creature within 40 ft of you. That creature Taunts you or a willing creature of your choice within 30 ft of you.&lt;br /&gt;
|''Divine Icon - Honor, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* '''Binding Oath''' '''(2/Recoup).'''  Spend 3 AP and choose one creature within 60 ft of you. Make a magic attack against that creature’s WILL. On a hit, you and that creature both become Charmed by one another for 1 minute. This ends if either creature damages the other.&lt;br /&gt;
|''Divine Icon - Honor, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You no longer gain the Charmed condition from Binding Oath.&lt;br /&gt;
|''Divine Icon - Honor, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Debate (2/Rest).''' Spend 4 AP and choose one creature of your choice within 60 ft of you. It cannot use magic with verbal requirements until the start of your next turn.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Recollection''' '''(2/Rest).''' When you or an allied creature within 10 ft of you makes an INT check, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Clear Eye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Clear Eye ability.&lt;br /&gt;
&lt;br /&gt;
* '''Clear Eye''' '''(2/Rest).''' For 1 Reactive AP, when you or an allied creature within 30 ft of you becomes Blinded, remove the condition.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reveal''' '''(2/Rest).''' Spend 3 AP to remove the Unseen condition from creatures within 15 ft of you.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* '''Illumine.''' Spend 1 AP to light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sacrificial.''' When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enrapture''' '''(1/Rest)'''. Spend 3 AP to Charm a creature within 40 ft of you for 1 minute. This creature cannot be overtly hostile to you and knows that it was magically Charmed at the end of the duration.&lt;br /&gt;
|''Divine Icon - Love, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You learn the [[Bloom]] primal chant. It counts as divine when cast by you.&lt;br /&gt;
|''Divine Icon - Nature, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|Gain the Blossom ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blossom (1/Rest).''' You can cast the [[Nature’s Bounty]] primal spell without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Divine Icon - Nature, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Survivor''' '''(2/Rest).'''  When you or an allied creature within 10 ft of you makes a skill check with the survival tag, add +3.&lt;br /&gt;
|''Divine Icon - Nature, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* '''Even the Scales''' '''(1/Recoup).''' Spend 3 AP to choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, or Slowed. Choose a hostile creature within 30 ft of you that is also suffering from one or more of those conditions. Both creatures remove one of those conditions of their choice. &lt;br /&gt;
|''Divine Icon - Order, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may now choose which condition each creature removes when using Balance the Scales.&lt;br /&gt;
|''Divine Icon - Order, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rebalance''' '''(2/Recoup).''' Spend 1 AP and touch a willing creature; you and that creature each adjust your HP to be the average of each other’s HP (this cannot exceed max HP).&lt;br /&gt;
|''Divine Icon - Order, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance II'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|When you use Rebalance, you can touch two willing creatures to let them take the average of their HP.&lt;br /&gt;
|''Divine Icon - Order, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* '''Repentance''' '''(2/Rest).''' By spending 1 AP, you or an allied creature within 30 ft of you that is Charmed or Frightened loses its turn and regains 1d4 HP.&lt;br /&gt;
|''Divine Icon - Redemption, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Redeeming Fervor''' '''(2/Rest).''' Spend 1 AP to touch a creature that was Charmed or Frightened in the past 10 minutes and is not any longer. That creature gains +2 to mental defenses for the next 10 minutes.&lt;br /&gt;
|''Divine Icon - Redemption, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 TA and +1 damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aggressive Taunt''' '''(2/Recoup).''' Spend 1 AP to Taunt a creature within 60 ft. Your crit ranges increase by +1 against each other. This lasts for 1 minute or until you use this again.&lt;br /&gt;
|''Divine Icon - Revenge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vengeful''' '''(2/Recoup).''' When you take damage from a creature that you can see within 60 ft of you, you can spend 1 Reactive AP to deal +1d6 damage (of the same damage type) against it the first time you hit it before the end of your next turn.&lt;br /&gt;
|''Divine Icon - Revenge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rescue''' '''(2/Rest)'''. When you or an allied creature within 30 ft of you takes damage, spend 1 Reactive AP to heal that creature for HP equal to your CHA.&lt;br /&gt;
|''Divine Icon - Salvation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by +30 ft.&lt;br /&gt;
|''Divine Icon - Salvation, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serenity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* '''Levelheaded''' '''(2/Rest).''' Spend 1 AP to touch a creature and remove the Charmed and Frightened conditions.&lt;br /&gt;
|''Divine Icon - Serenity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keep Your Wit''' '''(2/Rest).''' By spending 10 minutes touching an ally, they cannot be Charmed for the next 30 minutes.&lt;br /&gt;
|''Divine Icon - Serenity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aphobia''' '''(1/Rest).''' By spending 1 hour concentrating on a creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astute''' '''(2/Rest).''' When you or an allied creature within 10 ft of you makes an AWR skill, add +3.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rage''' '''(2/Recoup).''' Deal +2 damage on all attacks for the next 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry''' '''(2/Rest).''' You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you for 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Mythology Domain.png|thumb|521x521px|Mythology Domain Progression]]&lt;br /&gt;
&lt;br /&gt;
=== Mythological Domain Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Woven within the tales of the gods are mentions of mythological beasts aiding them on their endeavors. As a cleric of the mythological domain, you have been gifted similar aid. You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. Summoning them means laying your soul bare, making you more vulnerable, but in return you gain divine gifts that will aid you on your journey. It’s a symbiotic relationship, mutually beneficial for both parties. You can take comfort in knowing that you will never be truly alone as long as you keep your faith.&lt;br /&gt;
&lt;br /&gt;
Inside you are four different mythological entities: A falcon (Avian), a wolf (Predator), a beetle (Insect), and a snake (Reptile). You may discuss with your DM to change the animals to suit your character, as long as they fit the category. Avians, Predators, and Reptiles are the size of the animal they represent, while Insects range in size from that of a large beetle to a housecat. A creature’s specific appearance is up to you, and may even change each time it is called forth.&lt;br /&gt;
&lt;br /&gt;
'''Avian:''' The Avian is generally perceptive, level-headed, and disciplined. They follow orders well and do not make rash decisions, even under pressure. They keep their judgment to themselves, though if you have bonded with your Avian properly, you will be able to tell when they’re silently judging something or someone.&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' The Predator is generally protective, assertive, and loyal. They put other people’s safety first and are often eager to jump into combat. They are friendly towards you and anyone you deem an ally, but will need a little while to trust them, worried that they might hurt you somehow. Occasionally they might let their guard down and demand some affection.&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' The Insect is generally crafty, curious, and eager. They don’t easily back away from new things and if you’re someone who likes to take a risk with creative solutions, your Insect companion will likely be happy to assist.&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' The Reptile is generally confident, surreptitious, and clever. They like to glean information about others by watching them or by eavesdropping. They’re not as action- oriented as the other entities and prefer to watch and wait, thinking things through more properly. They often act a little cold, but if you choose to bond with them more, they will develop a soft spot for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|You may spend 2 AP to call forth one of the four spirits that dwells within you. This spirit takes on a corporeal form within 5 ft of you. It remains for 2 minutes or until you dismiss it early for 1 AP. It also vanishes if you die. Spirits summoned in this way have no HP and cannot be targeted by attacks.&lt;br /&gt;
On each of your turns, the spirit may act; this may be at the start of your turn, end of your turn, or during your turn. When it acts, it may move up to its speed, then take one action of its choice. Any number of times on your turn while the spirit is within 120 ft of you, you may spend 1 AP to allow the spirit to act again, choosing from any of its actions that do not make an attack roll against another creature.&lt;br /&gt;
&lt;br /&gt;
You may only have one spirit active at a time. You may summon spirits in this way 2/Recoup. In the animal spirit stat blocks, X = your magic attribute.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Avian'''&lt;br /&gt;
''Tiny, Small, or Medium. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Actions&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Avian can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Talons.''' ''Reach 5 ft Natural Weapon.'' +X vs REF. '''Hit:''' 1d4+X sharp&lt;br /&gt;
&lt;br /&gt;
'''Airlift.''' The Avian picks you or a willing creature within 5 ft of it. The Avian then moves up to its speed, carrying the target creature with it and dropping it at the end of this movement.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Insect'''&lt;br /&gt;
''Diminutive, Tiny, or Small. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 20 ft, Climb 20 ft, Fly 20 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Insect can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Swarm.''' ''Reach 5 ft Natural Weapon.'' +X vs WILL. '''Hit:''' Target creature is Shaken until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Hivemind.''' The Insect telepathically sends you a brief mental image of what it can see based on its current location.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Predator'''&lt;br /&gt;
''Medium or Large. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 40 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Predator can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Pounce.''' ''Reach 5 ft Natural Weapon.'' +X vs AR. '''Hit:''' 1d6+X sharp, then make a secondary attack: +X vs FORT. '''Hit:''' Target creature falls Prone.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reptile'''&lt;br /&gt;
''Small, Medium or Large. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 20 ft, Swim 20 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Reptile can move up to its speed.  &lt;br /&gt;
&lt;br /&gt;
'''Savage Bite.''' ''Reach 5 ft Natural Weapon.'' +X vs AR. '''Hit:''' 1d8+X sharp&lt;br /&gt;
&lt;br /&gt;
'''Intercede.''' The Reptile chooses one creature within 5 ft of it. The next time that creature is the target of an attack roll before the end of your next turn, the attacker suffers 3 TD.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Affinity'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|''Repeatable.'' Gain two chants, invocations, and/or spells from the following list of primal magic. This talent gives you +1 Primal Power each time you take it.&lt;br /&gt;
'''Chants:''' [[Bloom]], [[Catclaw]], [[Commune with Beast]], [[Fleetfoot]], [[Instinctive Attack]], [[Springstep]]&lt;br /&gt;
&lt;br /&gt;
'''Invocations:''' [[Photosynthesis]], [[Predict Weather]], [[Reorient]], [[Warden’s Navigation]]&lt;br /&gt;
&lt;br /&gt;
'''Spells:''' [[Animal Bond]], [[Avianism]], [[Boarish Savagery]], [[Bullish Strength]], [[Hunter’s Quarry]], [[Nighteye]], [[Padfoot]], [[Piscism]], [[Polymorph]], [[Summon Beast]], [[Summon Monster]]&lt;br /&gt;
|''Cleric, Mythological Domain, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Enhancement'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|''Repeatable.'' Gain one enhancement for an animal spirit from the following list. Each enhancement can be gained by each creature type only once.&lt;br /&gt;
'''''Beacon:''''' The spirit type that you chose gains the Beacon action, allowing it to shed dim light for 10 ft, or bright light for 10 ft and dim light for 10 ft, or to stop shedding any light.&lt;br /&gt;
&lt;br /&gt;
'''''Pack Tactics:''''' The spirit type that you chose grants +1 TA to you and your allies whenever attacking a creature within 5 ft of your spirit.&lt;br /&gt;
&lt;br /&gt;
'''''Protective:''''' The spirit type that you chose may spend its action to give +1 AR to one creature of its choice within 5 ft of it.&lt;br /&gt;
&lt;br /&gt;
'''''Radiant Strikes:''''' The spirit type that you chose adds +1d4 radiant damage to its attacks.&lt;br /&gt;
&lt;br /&gt;
'''''Speedy:''''' The spirit type that you chose increases each of its speeds by +5 ft.&lt;br /&gt;
|''Cleric, Mythological Domain, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|When you finish Taking a Rest, choose one of your four animal spirits. That spirit is especially watchful over you. Until you use this feature again, you gain +2 Skill Points in three skills, based on the spirit you selected.&lt;br /&gt;
'''Avian:''' Appraising, Intuiting, Perceiving&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' Any one crafting skill, Foraging, Forced March&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' Nature, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' Deceiving, Intimidating, Savoir Faire&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spiritual Summons'''&lt;br /&gt;
|Manifest Mythology&lt;br /&gt;
|Gain the Spiritual Summons ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spiritual Summons (1/Rest).''' You may spend 10 minutes summoning one of your animal spirits, rather than the normal 2 AP summoning time. When you summon a spirit in this way, it remains with you for 1 hour, or until you summon more spirits than you can maintain, dismiss this spirit for 1 AP, or die. You may telepathically communicate with a creature summoned in this way up to a range of 1 mile.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Link'''&lt;br /&gt;
|Spiritual Summons&lt;br /&gt;
|You may cast prayers and spells as though they originate from your animal spirit, provided that your animal spirit is within 120 ft of you. This costs the animal spirit’s action in addition to the magic ability’s normal APC.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morph'''&lt;br /&gt;
|Spell Link&lt;br /&gt;
|Gain the Morph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Morph.''' Spend 1 AP for your animal spirit to take on a new form, choosing from any of the other animal spirit forms.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit II'''&lt;br /&gt;
|Morph&lt;br /&gt;
|You may have two animal spirits active at one time, and they may be the same or different types. If you would summon a third animal spirit, choose which previous spirit disappears.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology II'''&lt;br /&gt;
|Animal Spirit II&lt;br /&gt;
|You may use Manifest Mythology upon completing a Recoup. The bonus to your skills increases to +4.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bestial Awareness'''&lt;br /&gt;
|Manifest Mythology II&lt;br /&gt;
|When you Catch your Breath, you may spend 5 SP to become supernaturally aware of the natural world around you. You learn if the number of creatures with the abominable, beast, fiend, monstrosity, and/or undead tags within a 2 mile radius of you is less than typical, more than typical, or typical.&lt;br /&gt;
Additionally, gain +4 Skill Points that you may spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Team Effort'''&lt;br /&gt;
|Bestial Awareness&lt;br /&gt;
|When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use its Move action.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwhelm'''&lt;br /&gt;
|Team Effort&lt;br /&gt;
|Gain the Overwhelm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwhelm (2/Rest).''' Your animal spirit gains a new action.&lt;br /&gt;
&lt;br /&gt;
Your Overwhelm ability’s range, target defense, and damage depends on which animal spirit is active. The Overwhelm ability originates from you or your animal spirit. X = your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Avian:''' ''15 ft Cone Natural Weapon:'' +X vs REF. '''Hit:''' 6d4 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' ''10 ft Radius Natural Weapon:'' +X vs WILL. '''Hit:''' 6d4 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' ''30 ft Line Natural Weapon:'' +X vs FORT. '''Hit:''' 6d6 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' ''Reach 5 ft Natural Weapon:'' +X vs ANT. 6d8 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spiritual Summons II'''&lt;br /&gt;
|Overwhelm&lt;br /&gt;
|Spiritual Summons becomes 1⁄2 CHA/Rest. When you use Spiritual Summons, you or a creature that you touch gains Shield HP equal to the number of talents you have with the mythological domain tag.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology III'''&lt;br /&gt;
|Spiritual Summons II&lt;br /&gt;
|You may use Manifest Mythology upon a Recoup. The bonus to your skills increases to +6 and can now exceed your +20 skill cap.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit III'''&lt;br /&gt;
|Manifest Mythology III&lt;br /&gt;
|Animal Spirit becomes 1⁄2 CHA/Recoup (min 2). &lt;br /&gt;
You may have three animal spirits active at one time, and they may be the same or different types.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Team Effort II'''&lt;br /&gt;
|Animal Spirit III&lt;br /&gt;
|Team Effort becomes: When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use one of its actions that does not involve making an attack roll.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mythological Myriad'''&lt;br /&gt;
|Team Effort II&lt;br /&gt;
|Your connection with mythological animals is unparalleled. You are almost never seen without one.&lt;br /&gt;
You may now spend 1 AP to allow your animal spirit to make its attack. You may have a number of animal spirits active at one time equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Animal Spirit becomes CHA/Recoup.&lt;br /&gt;
|''Cleric, Mythological Domain, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=14078</id>
		<title>Vessel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=14078"/>
		<updated>2025-10-28T11:35:44Z</updated>

		<summary type="html">&lt;p&gt;Andi: Reverted edits by Makiaka (talk) to last revision by Nathan Heard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Dwarf Vessel.png|thumb|Dungrel Razevow, magic thief]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;The gods themselves handle their power irresponsibly. Why any would put their faith in such fickle beings is utterly beyond me. If you want something done right, do it yourself.&amp;quot; - Dungrel Razevow, magic thief&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
You have always known that something is not right with the world. Deity and demon alike seem utterly concerned with their own plans and care not for the mortal world. In response, you have grown increasingly bitter and have finally taken it upon yourself to rewrite the world as you see fit. By siphoning power from gods and planar entities, you will become a god in your own right, and will act with more justice and care than any before you. &lt;br /&gt;
&lt;br /&gt;
Being a vessel is a dangerous affair. You are constantly stealing traces of power from tremendous, unfathomable planar entities. In doing so, you run the risk of their retaliation. How do you recognize your own role in the grand scheme of the cosmos? Do you steal power with a sense of resignation that one day you will be caught and punished, or do you boldly believe that eventually you might become as powerful as a demigod yourself? Do you steal from many different gods to hide your tracks, or do you find yourself returning to the same deity over and over?&lt;br /&gt;
&lt;br /&gt;
Would you ever enter into some form of mutual agreement with a deity in exchange for a reliable stream of power, or is this too limiting for your aspirations? What exactly do you hope to achieve from taking godly power into your own hands? If you pursue some kind of abstract moral goal, how will you know when you have achieved it? How much power do you need from the gods in order to achieve this goal, and is there truly no safer way to do so?&lt;br /&gt;
&lt;br /&gt;
Or, maybe you steal from the gods just because you like it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Vessel Tracks/Talents&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Antiessence Track|Antiessence.]]''' You channel your corrupted Essence into a scouring aura that damages and weakens your foes.&lt;br /&gt;
&lt;br /&gt;
[[Vessel#Divine Icon Talents|'''Divine Icons'''.]] Through thievery or trickery, you gain access to one or more divine icons, siphoning power from the gods.&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Planar Thievery Track|Planar Thievery.]]''' By stealing energy from spells and planar creatures around you, you can enhance your own powers.&lt;br /&gt;
&lt;br /&gt;
[[Vessel#Soul Graft Track|'''Soul Graft'''.]] You use the external energy that you have attached to your soul to enhance your physical stamina far beyond what you could naturally achieve.&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Demon Soul Track|Demon Soul.]]''' ''Harker's Guide to Vampire Hunting.'' You have invited a fiend to dwell within you in a tense, cosmic symbiosis. Keeping its needs satiated can be challenging, but the rewards are great.&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Nightcomer Track|Nightcomer.]]''' ''Harker's Guide to Vampire Hunting.'' As Nightcomers progress in power, they gain fine control over their own bodies and the bodies of others, and the most skilled Nightcomers are known to create strange and powerful constructs of flesh, or even to turn themselves into disconnected collections of limbs and organs moving in unison.&lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Vessel Entry Talent ===&lt;br /&gt;
After gaining the Vessel Entry talent, you can take talents from any of the Vessel subclass tracks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vessel Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
'''Divine Icon.''' Choose one Divine Icon from the Cleric stack. Gain one of that Icon’s abilities.&lt;br /&gt;
&lt;br /&gt;
'''Surge of Vitality.''' Gain the Surge of Vitality ability. &lt;br /&gt;
&lt;br /&gt;
* '''Surge of Vitality (2/Rest).''' If Bloodied, you may spend 2 AP to regain 1d4+CHA HP. &lt;br /&gt;
&lt;br /&gt;
'''Initiate.''' Gain the Initiate of the Occult talent if you did not already have it. If you already had it, gain +5 SP and +1 Occult Power instead. CHA is your magic attribute. &lt;br /&gt;
&lt;br /&gt;
'''Occult Power.''' Each time you level up and spend your Talent Point on a vessel talent, you gain +5 SP and +1 Occult Power.&lt;br /&gt;
&lt;br /&gt;
'''Soul Sacrifice.''' Some talents in the Vessel stack have the soul sacrifice tag. When you take a talent with this tag, you lose the ability to ever be resurrected by any means, as your soul has suffered too much alteration to function as a normal soul would.&lt;br /&gt;
|''Vessel, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antiessence Track ===&lt;br /&gt;
[[File:AntiEssenceTrack.png|center|frameless|547x547px|Antiessence Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. Gain the Antiessence Aura ability.&lt;br /&gt;
&lt;br /&gt;
* '''Antiessence Aura (END/Rest).''' Spend 3 AP to activate an aura on your turn. The Aura lasts for 1 minute or until you choose to end it early for 0 AP. Your Aura’s radius is 10 ft. Your aura imposes 1 TD on all hostile creatures within it.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|Choose one type of elemental or energy damage: cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic.&lt;br /&gt;
&lt;br /&gt;
When you activate your Aura, you may use your Aura of Vulnerability power.&lt;br /&gt;
&lt;br /&gt;
* '''''Aura of Vulnerability.''''' Take 1d6 damage of the type you chose. You cannot negate or reduce this damage in any way. Your Antiessence Aura imposes Vulnerable 1 of the same type of damage. Creatures that are Immune to a type of damage do not gain Vulnerable from this ability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol'''&lt;br /&gt;
|Vulnerability&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll.&lt;br /&gt;
&lt;br /&gt;
* '''''Aura Avoidance.''''' The creature makes an END roll against a DC of your magic attribute+10. &lt;br /&gt;
&lt;br /&gt;
On a failure, it takes 1d4 damage of the type you chose for Vulnerability. If you have other talents that require an Aura Avoidance roll, the creature makes one roll against all abilities. Taking all effects on a failure.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura lasts for 2 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll.&lt;br /&gt;
&lt;br /&gt;
'''''Aura Avoidance.''''' The creature makes an END roll against a DC of your magic attribute+10. &lt;br /&gt;
&lt;br /&gt;
On a failure, it is Shaken until the start of its next turn. If you have other talents that require an Aura Avoidance roll, the creature makes one roll against all abilities. Taking all effects on a failure.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation'''&lt;br /&gt;
|Vulnerability or Terror&lt;br /&gt;
|Hostile creatures in your Aura suffer -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura II'''&lt;br /&gt;
|Antiessence 4&lt;br /&gt;
|Gain the Essence Exertion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Essence Exertion.''' While Recouping, you may take 1d10 damage to regain one use of your Aura.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability II'''&lt;br /&gt;
|Antiessence Aura II, Vulnerability&lt;br /&gt;
|''Repeatable.'' Choose another type of elemental or energy damage.&lt;br /&gt;
Your Antiessence Aura imposes Vulnerable 1 for this damage type as well.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol II'''&lt;br /&gt;
|Vulnerability II or Terror II; Vitriol&lt;br /&gt;
|Vitriol damage becomes 1d6, and creatures that succeed the Aura Avoidance check still take 1⁄2 damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Prolong&lt;br /&gt;
|Your Aura lasts for 3 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror II'''&lt;br /&gt;
|Antiessence Aura II, Terror&lt;br /&gt;
|Gain the Terrorize ability.&lt;br /&gt;
&lt;br /&gt;
* '''Terrorize (2/Recoup).''' Spend 2 AP to cause a creature that is Shaken from your Aura to become Frightened of you until the end of their next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation II'''&lt;br /&gt;
|Vulnerability II or Terror II; Trepidation &lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Extend&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura III'''&lt;br /&gt;
|Antiessence 8&lt;br /&gt;
|When you become Bloodied, you may activate your Aura for 0 Reactive AP. If the creature that Bloodied you is in the radius of your Aura, then they take 1d12 damage of a type that you chose with a Vulnerability talent. If you have no Vulnerability talents, then the damage is necrotic.&lt;br /&gt;
|''Vessel, Antiessence, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability III'''&lt;br /&gt;
|Antiessence Aura III, Vulnerability II&lt;br /&gt;
|You may choose not to take damage when you activate Aura of Vulnerability, but if you do take damage, a creature of your choice in your Aura takes the same damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol III'''&lt;br /&gt;
|Vulnerability III or Terror III; Vitriol II&lt;br /&gt;
|Your Aura exudes destructive, reddish mist that imposes the Concealed condition on all creatures in the aura. However, you ignore Concealed when it is caused by this ability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong  III'''&lt;br /&gt;
|Vitriol III or Trepidation III; Prolong II&lt;br /&gt;
|''Repeatable.'' Your Aura lasts for +1 minute.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability IV'''&lt;br /&gt;
|Prolong III or Extend III; Vulnerability III&lt;br /&gt;
|If you take damage when you use Aura of Vulnerability, a number of creatures within the aura up to 1⁄2 END take the damage as well.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Vitriol III&lt;br /&gt;
|Your Vitriol damage also deals 1d4 damage of a different type. Choose any elemental or energy type each time you cast the aura.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror III'''&lt;br /&gt;
|Antiessence Aura III, Terror II&lt;br /&gt;
|Terrorize is END/Recoup.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation III'''&lt;br /&gt;
|Vulnerability III or Terror III; Trepidation II&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
| '''Extend III'''&lt;br /&gt;
|Vitriol III or Trepidation III; Extend II&lt;br /&gt;
|''Repeatable.'' Your Aura’s radius expands by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror IV'''&lt;br /&gt;
|Prolong III or Extend III; Terror III&lt;br /&gt;
|Gain the Break Will ability.&lt;br /&gt;
&lt;br /&gt;
* '''Break Will (1/Rest).''' Spend 3 AP to make a magic attack against the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Trepidation III&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Rupture'''&lt;br /&gt;
|Vitriol IV or Trepidation IV&lt;br /&gt;
|When you activate your Aura, you may cause it to tear a rupture in reality, using Antiessence Rupture.&lt;br /&gt;
&lt;br /&gt;
* '''Antiessence Rupture (1/Rest).''' The area within your Aura is Hazardous Terrain (1d4 necrotic, 1d4 fire) for all other creatures and hostile creatures in the Aura are Sickened. Any area that was in the Aura at any point during its duration remains Difficult Terrain even after the Aura moves on or fades. Any area that was in the aura at any point is also corrupted: Plant life withers, and vegetation cannot grow normally there for a year.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Antiessence Aura no longer has a recharge.&lt;br /&gt;
|''Vessel, Antiessence, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Planar Thievery Track ===&lt;br /&gt;
[[File:PlanarThieveryTrack.png|center|frameless|550x550px|Planar Thievery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Gain the Cancel Spell occult spell. You can innately cast this unique spell 2/Rest.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Cancel Spell'''&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: ''Occult, Spell, Warding''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 2 Reactive AP, which you spend when another creature within range casts a spell&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Visual, Line of Effect&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: Instantaneous&lt;br /&gt;
&lt;br /&gt;
Make a magic attribute check; the caster who triggered this spell does the same. If the caster can cast divine magic or arcane magic, you add +2 to your roll. If they can cast primal magic or psionic magic,  then they add +2. If they cast can cast occult magic, roll unmodified. If you roll higher, the triggering caster’s spell fails, they do not spend SP, and you regain 2d6 SP. If you roll lower, then their spell succeeds and you lose 2d6 SP. &lt;br /&gt;
|}&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft'''&lt;br /&gt;
|Cancel Spell&lt;br /&gt;
|For 1 minute after you cast Cancel Spell, you deal +1d4 psychic damage on the first occult spell or chant attack that you make on your turn, provided that the attack only targets one creature.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft II'''&lt;br /&gt;
|Energy Theft&lt;br /&gt;
|Energy Theft works on all occult spell and chant attacks for 1 minute after you cast Cancel Spell.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell II'''&lt;br /&gt;
|Energy Theft II&lt;br /&gt;
|Cancel Spell recharges 1⁄2 INT/Rest.&lt;br /&gt;
&lt;br /&gt;
When you cancel a spell, you can then cast that spell 1 time before the next time you use Cancel Spell, spending the spell’s normal SP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft'''&lt;br /&gt;
|Cancel Spell II&lt;br /&gt;
|The next time you use magic or make a weapon attack after using Cancel Spell, it costs 1 fewer AP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft II'''&lt;br /&gt;
|Stamina Theft&lt;br /&gt;
|When you use Cancel Spell, you may use Stamina Theft.&lt;br /&gt;
&lt;br /&gt;
* '''Stamina Theft (2/Rest).''' The target creature loses 1 AP or 1 monster action. Gain +2 AP at the start of your next turn.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell III'''&lt;br /&gt;
|Stamina Theft II&lt;br /&gt;
|Cancel Spell recharges INT/Rest.&lt;br /&gt;
&lt;br /&gt;
When you use Cancel Spell, you have +4 against casters who use arcane magic or divine magic. You can use the spell that you canceled any number of times, spending normal SP each time, until you Take a Rest or use Cancel Spell again.&lt;br /&gt;
|''Vessel, Planar Thievery, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Crackling Field&lt;br /&gt;
|You can drain the Essence from a magical item, using the Siphon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Siphon (1/Rest).''' Touch an unbonded magic item that has 10 or fewer Essence and make an INT/Arcana check. The DC equals the item’s Essence +1d6. On a hit, it loses all magical properties. Gain SP equal to 1⁄2 the item’s Essence and gain the item’s properties until you Take a Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Essence Siphon&lt;br /&gt;
|You can mix your multiple sources of power together to great effect. On your turn, you may use the Crackling Field ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crackling Field (1⁄2 INT/Rest).''' Once on your turn for 0 AP, for each of the following that you have used this turn, your mental defenses increase by +1 until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
• Occult Magic.&lt;br /&gt;
&lt;br /&gt;
• Divine Magic.&lt;br /&gt;
&lt;br /&gt;
• Primal Magic.&lt;br /&gt;
&lt;br /&gt;
• Psionic Magic.&lt;br /&gt;
&lt;br /&gt;
• Arcane Magic.&lt;br /&gt;
&lt;br /&gt;
• “Surge of Magic” ability.&lt;br /&gt;
&lt;br /&gt;
• “Surge of Energy” ability.&lt;br /&gt;
&lt;br /&gt;
• “Surge of Vitality” ability.&lt;br /&gt;
&lt;br /&gt;
• Divine Icon.&lt;br /&gt;
&lt;br /&gt;
• Aura.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft III'''&lt;br /&gt;
|Planar Thievery 8&lt;br /&gt;
|If you used Cancel Spell on a spell that would deal damage, Energy Theft also deals +1d4 damage of that type.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft III'''&lt;br /&gt;
|Energy Theft III&lt;br /&gt;
|Stamina Theft becomes 1⁄2 INT/Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon II'''&lt;br /&gt;
|Stamina Theft III, Essence Siphon&lt;br /&gt;
|Siphon becomes a max of 15 Essence, and you regain SP equal to the Essence instead of 1⁄2 the Essence.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field II'''&lt;br /&gt;
|Stamina Theft III, Crackling Field&lt;br /&gt;
|Regain one use of your Crackling Field each time you Recoup. Your Crackling Field now increases your physical defenses as well.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell IV'''&lt;br /&gt;
||Planar Thievery 11&lt;br /&gt;
|If you fail the contested roll from Cancel Spell, you no longer lose SP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell V'''&lt;br /&gt;
|Cancel Spell IV&lt;br /&gt;
|Gain the Unequivocate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unequivocate (1/Rest).''' When making a contested roll from Cancel Spell, you can force the other creature to roll 2d20 and take the lower.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon III'''&lt;br /&gt;
|Cancel Spell V, Essence Siphon II&lt;br /&gt;
|Siphon becomes 1⁄2 INT/Rest.&lt;br /&gt;
&lt;br /&gt;
Gain the Deplete ability.&lt;br /&gt;
&lt;br /&gt;
* '''Deplete (1/Rest).''' When you use Siphon, you may increase the maximum Essence to 25.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Hoard'''&lt;br /&gt;
|Essence Siphon III&lt;br /&gt;
|You are unparalleled in the art of drawing arcane energy out of objects and into yourself.&lt;br /&gt;
&lt;br /&gt;
Deplete becomes a max of 35 Essence.&lt;br /&gt;
&lt;br /&gt;
Gain the Effuse ability.&lt;br /&gt;
&lt;br /&gt;
* '''Effuse (1/Month).''' You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it. When you die, your soul becomes a set of physical, embodied crystalline shards that have magical properties of the MC’s choosing. (This will reflect the abilities you gathered over your lifetime.)&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' While you are still living, a portion of your soul fractures out of your body as a physical magical item with 25 Essence. Its particular abilities are up to your MC, and its unique appearance is up to you.&lt;br /&gt;
|''Vessel, Planar Thievery, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field  III'''&lt;br /&gt;
|Cancel Spell V, Crackling Field II&lt;br /&gt;
|Crackling Field becomes 1⁄2 INT/Recoup.&lt;br /&gt;
&lt;br /&gt;
Your Crackling Field now increases your AR as well.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Miasma'''&lt;br /&gt;
|Crackling Field III&lt;br /&gt;
|Your capacity to blend the Essence of many different powers and magical sources make you a terrifying, but highly sought after, instructor in the ways of magic. Crackling Field becomes INT/Recoup.&lt;br /&gt;
&lt;br /&gt;
Gain the Crackling Miasma ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crackling Miasma (1/Rest).''' Double the bonus that Crackling Field provides you. When you die, your crackling field explodes. All allies within 40 ft of you regain 4d10 HP, all enemies within 20 ft take 4d10 psychic damage.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|''Vessel, Planar Thievery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soul Graft Track ===&lt;br /&gt;
[[File:SoulGraftTrack.png|center|frameless|571x571px|Soul Graft Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality II'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Regain one use of your Surge of Vitality when you Recoup.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy'''&lt;br /&gt;
|Surge of Vitality II&lt;br /&gt;
|Gain the Surge of Energy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Surge of Energy (2/Rest).''' When you start your next turn, gain +2 AP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic'''&lt;br /&gt;
|Surge of Energy &lt;br /&gt;
|Gain the Surge of Magic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Surge of Magic (2/Rest).''' When Bloodied, you may spend 3 AP to regain 1d4 SP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality III'''&lt;br /&gt;
|Surge of Magic&lt;br /&gt;
|Surge of Vitality becomes 1d6+CHA HP, and recharges on CHA/Rest.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Conversion'''&lt;br /&gt;
|Surge of Vitality III&lt;br /&gt;
|Gain the Energy Conversion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Energy Conversion (CHA/Rest).''' When you take energy damage you may spend 0 Reactive AP to regain 1d4 SP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy II'''&lt;br /&gt;
|Energy Conversion&lt;br /&gt;
|Surge of Energy becomes +4 AP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cracked Soul'''&lt;br /&gt;
|Surge of Energy II&lt;br /&gt;
|When you start your turn in combat and are Bloodied, gain SP equal to your current Death Points.&lt;br /&gt;
|''Vessel, Soul Graft, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic II'''&lt;br /&gt;
|Cracked Soul&lt;br /&gt;
|Surge of Magic becomes 1d6 SP.&lt;br /&gt;
&lt;br /&gt;
Gain the Repurpose Essence ability.&lt;br /&gt;
&lt;br /&gt;
* '''Repurpose Essence (1/Rest).''' When you start your turn with any Death Points, you can use Surge of Magic without expending a use.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality IV'''&lt;br /&gt;
|Surge of Magic II&lt;br /&gt;
|Surge of Vitality becomes 1d8+CHA HP.&lt;br /&gt;
&lt;br /&gt;
Gain the Essence Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Essence Vitality (2/Rest).''' When you use Surge of Vitality, remove 1 Death Point.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy III'''&lt;br /&gt;
|Surge of Vitality IV&lt;br /&gt;
|When you roll Initiative, gain +1 AP on your first turn.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality'''&lt;br /&gt;
|Surge of Energy III&lt;br /&gt;
|Gain the Occult Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Vitality (2/Rest).''' Spend 2 AP and X SP to gain X HP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic III'''&lt;br /&gt;
|Occult Vitality&lt;br /&gt;
|Surge of Magic becomes CHA/Rest.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Conversion II'''&lt;br /&gt;
|Surge of Magic III&lt;br /&gt;
|Energy Conversion becomes 1d6 SP and can be triggered by elemental damage.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality II'''&lt;br /&gt;
|Energy Conversion II&lt;br /&gt;
|Occult Vitality becomes CHA/Rest.&lt;br /&gt;
&lt;br /&gt;
Gain the Superior Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Superior Vitality (1/Rest).''' When you use Occult Vitality, you may add your Occult Power level to the HP regained.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Immortal Surge'''&lt;br /&gt;
|Occult Vitality II&lt;br /&gt;
|Your Essence is made of sterner stuff than most, and you can push yourself beyond the limits of your mortal body. When you are reduced to 0 HP, you may trigger your Immortal Surge.&lt;br /&gt;
* '''Immortal Surge.''' Regain all your HP, regain 4d10+CHA SP, and remove all conditions that you wish to remove, gain Resist Damage +4, and gain +4 to all d20 rolls for the next 10 minutes. At the end of this time, you immediately return to 0 HP and gain +4 Death Points (killing you if this would put you over the number you need to die). You also gain the Sickened condition for the next 24 hours after you use this ability.&lt;br /&gt;
* '''''Level 30:''''' Immortal Surge only gives you +2 Death Points and no longer gives you the Sickened condition.&lt;br /&gt;
|''Vessel, Soul Graft. '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities of your choice, provided that you can access that Icon.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon from the Cleric stack. Gain access to that Icon and gain one of its Icon abilities that has no other prerequisites.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:DemonSoul.png|thumb|342x342px]]&lt;br /&gt;
&lt;br /&gt;
=== Demon Soul Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
You have invited a fiend to dwell within you in a tense, cosmic symbiosis. This fiend offers you tremendous power, but occasionally demands that it be unleashed. Keeping its needs satiated can be challenging, but the rewards are great&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Otherworldly Passenger'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Your occult machinations have drawn the attention of a fiendish spirit that resides in your body. In exchange for dwelling within you, this demon lends you its power and expertise. This demon soul’s vast and fickle knowledge may manifest itself in different ways over your years of adventuring.&lt;br /&gt;
Gain the Adept of the Psionic talent if you did not already have it. Adept of the Psionic does not grant you additional SP when you gain it in this way. If you already have it, gain +1 Psionic Power. Each time you level up and spend a talent point on a Demon Soul talent, you gain +1 Psionic Power in addition to the +1 Occult Power you get from the Occult Power ability.&lt;br /&gt;
|''Vessel, Demon Soul, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Otherworldly Expertise'''&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Choose three specialization talents with the skill tag. Your demon soul knows these talents and may give you one of these talents.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Week)''' You may reselect which talent your demon soul has given you.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Claws'''&lt;br /&gt;
|Otherworldly Expertise&lt;br /&gt;
Incompatibilities: Gaze of Malice and Unholy Magic&lt;br /&gt;
|Gain the Fiendish Claws ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fiendish Claws (1/Recoup).''' For 1 AP, you may allow your fiend to manifest physical characteristics in the form of your hands turning into vicious claws, and your forearms becoming covered with spikes. This lasts for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
While your claws are manifested, your unarmed or natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6, max 1d12) and deal sharp damage. If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
When you activate your Fiendish Claws, you may simultaneously activate one of your Surge abilities without spending additional AP.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaze of Malice'''&lt;br /&gt;
|Otherworldly Expertise&lt;br /&gt;
Incompatibilities: Fiendish Claws and Unholy Magic&lt;br /&gt;
|Gain the Gaze of Malice ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gaze of Malice (1/Recoup).''' For 1 AP, you may allow your fiend to manifest physical characteristics in the form of your eyes burning with hateful flames, and a third eye of equally malicious force opening on your forehead. This lasts for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
While you use your Gaze of Malice, you gain the following special attack for the duration.&lt;br /&gt;
&lt;br /&gt;
* '''''Malicious Stare:''''' ''(3 AP)'' ''Ranged 200 ft Natural Weapon''. +CHA vs WILL. '''Hit:''' 1d6 psychic and 1d6 fire damage.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Magic'''&lt;br /&gt;
|Otherworldly Expertise&lt;br /&gt;
Incompatibilities: Fiendish Claws and Gaze of Malice&lt;br /&gt;
|Learn three additional spells, choosing from occult and psionic spells.&lt;br /&gt;
Gain the Unholy Magic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unholy Magic (1/Recoup).''' For 1 AP, you may allow your fiend to manifest physical characteristics in the form of harmless, spectral flames wreathing your body. This lasts for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
While your Unholy Magic is manifested, occult and psionic spells cost 1 fewer SP and 1 fewer AP for you to cast (min 1 each), and you add your CHA to any damage you deal with occult or psionic magic.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Wisdom'''&lt;br /&gt;
|Demon Soul 3&lt;br /&gt;
|Choose another specialization talent with the skill tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
Your demon soul may now give you two of the talents that it knows, and you may reassign one or both 1/week.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Ward'''&lt;br /&gt;
|Dark Wisdom&lt;br /&gt;
|Increase your AR by +1. Increase one physical or mental defense of your choice by +2.&lt;br /&gt;
Choose a specialization talent with the defense tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonic Aspect'''&lt;br /&gt;
|Infernal Ward&lt;br /&gt;
|Gain the Primal Aspect talent. You may now spend talent points on talents with the primal aspect tag.&lt;br /&gt;
Whenever you are actively using one of your primal aspects, your demon soul’s frightening visage briefly manifests as an incorporeal form around you. Non- hostile creatures that witness this are likely to treat you with suspicion or fear, potentially harming your social interactions or causing you to lose Goodwill.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Domain of the Carnal Claw'''&lt;br /&gt;
|Demonic Aspect, Fiendish Claws&lt;br /&gt;
|The crit range for your Fiendish Claws increases by +1.&lt;br /&gt;
Gain the Domain of the Carnal Claw ability.&lt;br /&gt;
&lt;br /&gt;
* '''Domain of the Carnal Claw (1/Recoup).''' When you crit with your Fiendish Claws, you may draw your target into a demiplane, the domain of the demon soul living within you. You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you. Space is relative in this dimension. Both you and the target creature can always reach one another with melee attacks while in this dimension, and you are the same Size.&lt;br /&gt;
&lt;br /&gt;
Upon entering this dimension, your demon soul takes control, replacing you in battle. It is Immune to all conditions, has HP equal to your number of Vessel talents x10, and all of its defenses are 11. It otherwise has your stats, weapons, and talents.&lt;br /&gt;
&lt;br /&gt;
If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.&lt;br /&gt;
&lt;br /&gt;
If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Domain of the All-Seeing Stalker'''&lt;br /&gt;
|Demonic Aspect, Gaze of Malice&lt;br /&gt;
|When you make an attack with Malicious Stare, you may choose to use Malicious Summons. &lt;br /&gt;
&lt;br /&gt;
* '''Malicious Summons (1/Rest) .''' If you hit, you may draw your target into a demiplane, the domain of the demon soul living within you. &lt;br /&gt;
&lt;br /&gt;
You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you.&lt;br /&gt;
&lt;br /&gt;
Upon entering this dimension, your demon soul takes control, replacing you in battle. It has HP equal to to your number of Vessel talents x4, and its crit range with Gaze of Malice increases by +1. It otherwise has your stats, weapons, and talents.&lt;br /&gt;
&lt;br /&gt;
The dimension is 200 ft long by 5 ft wide. Your target becomes Medium sized and occupies one end of the dimension. Your demon soul becomes Medium and occupies the opposite side. Your demon soul is Concealed while in this dimension, and the ground is considered Difficult Terrain for your target.&lt;br /&gt;
&lt;br /&gt;
If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.&lt;br /&gt;
&lt;br /&gt;
If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Domain of the Flaming Soul'''&lt;br /&gt;
|Demonic Aspect, Unholy Magic&lt;br /&gt;
|Gain the Domain of the Flaming Soul ability.&lt;br /&gt;
&lt;br /&gt;
* '''Domain of the Flaming Soul (1/Recoup).''' By spending 10 SP, you may choose a target creature within 60 ft of you and draw it into a demiplane, the domain of the demon soul living within you. You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you.&lt;br /&gt;
&lt;br /&gt;
Upon entering this dimension, your demon soul takes control, replacing you in battle. It has HP equal to to your number of Vessel talents x6. It otherwise has your stats, weapons, and talents.&lt;br /&gt;
&lt;br /&gt;
The dimension is a 20 ft radius circular arena. Your target becomes Medium sized and begins combat on one side of the arena, while your demon soul becomes Medium and occupies the opposite side. The arena is Hazardous Terrain for your target, dealing 1d6 damage of an elemental or energy type of your choice based on your demon soul’s personality and preferences.&lt;br /&gt;
&lt;br /&gt;
If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.&lt;br /&gt;
&lt;br /&gt;
If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Wisdom II'''&lt;br /&gt;
|Demon Soul 6&lt;br /&gt;
|Choose another specialization talent with the skill or defense tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
Your demon soul may now give you three of the talents that it knows, and you may reassign any or all 1/week.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Wrath'''&lt;br /&gt;
|Dark Wisdom II&lt;br /&gt;
|Choose a specialization talent with the combat tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Realignment'''&lt;br /&gt;
|Infernal Wrath&lt;br /&gt;
|Count up the number of occult rituals and psionic invocations that you know. &lt;br /&gt;
&lt;br /&gt;
* '''(1/Month)''' You may reselect which occult rituals and psionic invocations you know, so that your total number does not change.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Wrath II'''&lt;br /&gt;
|Occult Realignment&lt;br /&gt;
|Choose a specialization talent with the combat tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soulrending Claws'''&lt;br /&gt;
|Infernal Wrath II, Domain of the Carnal Claw&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest).''' You may choose to activate your Domain of the Carnal Claw when you hit a creature, even if you did not crit. &lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Paralyzing Gaze'''&lt;br /&gt;
|Infernal Wrath II,  Domain of the All-Seeing Stalker&lt;br /&gt;
|The crit range on your Malicious Stare attack increases by +1. When you crit with this attack, the target creature is Suppressed until the start of your next turn.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Transformation'''&lt;br /&gt;
|Infernal Wrath II, Domain of the Flaming Soul&lt;br /&gt;
|&lt;br /&gt;
* '''(1/Rest).''' When you activate your Unholy Magic ability, you may also instantaneously cast an occult ritual or psionic invocation, ignoring its casting time. You must still observe any other casting requirements. &lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Realignment II'''&lt;br /&gt;
|Demon Soul 12&lt;br /&gt;
|Count up the number of occult and psionic spells that you know. When you use Occult Realignment, you may also reselect which occult and psionic spells you know, so that your total number does not change.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unfathomed Knowledge'''&lt;br /&gt;
|Occult Realignment II&lt;br /&gt;
|Choose another specialization talent with the skill, defense, combat, or primal aspect tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
You may now reassign any or all of the talents that you know from your demon soul 1/Rest.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consuming Carnage'''&lt;br /&gt;
|Unfathomed Knowledge, Soulrending Claws&lt;br /&gt;
|When you are Bloodied and damage a creature with your Fiendish Claws, gain 1d6 Shield HP.&lt;br /&gt;
When you kill a creature in your Domain of the Carnal Claw, you consume the creature’s Essence. Regain 2d10 HP. If you are Bloodied when you gain this benefit, also add your CHA to the HP regained.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Domain of the Carnal Claw ability becomes 2/Recoup. Your demon soul has 300 HP in this domain, instead of your number of Vessel talents x10.&lt;br /&gt;
|''Vessel, Demon Soul, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eversight of Inferno'''&lt;br /&gt;
|Unfathomed Knowledge, Paralyzing Gaze&lt;br /&gt;
|Your Malicious Stare range becomes 300 ft, and it now only costs you 2 AP.&lt;br /&gt;
Gain +30 ft Darkvision. Any Darkvision you have allows you to see in magical darkness.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Unseen creatures within range of your Darkvision are visible to you. If you hit such a creature with your Malicious Stare, deal +1d6 psychic and +1d6 fire damage to them, and they lose the Unseen condition.&lt;br /&gt;
|''Vessel, Demon Soul, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of Immolation'''&lt;br /&gt;
|Unfathomed Knowledge, Unholy Transformation&lt;br /&gt;
|When you kill a creature in your Domain of the Flaming Soul, you consume the creature’s Essence. Regain 2d10 SP. If you are Bloodied when you gain this benefit, also add your CHA to the SP regained.&lt;br /&gt;
* '''(1/Recoup).''' When you cast an occult or psionic spell, you may roll 2d20 and take the higher for the spell’s attack roll. In exchange, you take 1d10 psychic damage that cannot be reduced in any way.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Domain of the Flaming Soul ability no longer has a recharge period, and you can use it at will. While in your Domain of the Flaming Soul, you can cast occult and psionic spells that cost 8 or fewer SP for 0 SP.&lt;br /&gt;
|''Vessel, Demon Soul, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
[[File:Nightcomer2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Nightcomer Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
Individuals might begin on this path after an encounter with the otherworldly creature known as Davra, or after being Marked for the Nightcomers, although some individuals might stumble upon it after some kind of exposure to the Pale. As Nightcomers progress in power, they gain fine control over their own bodies and the bodies of others, and the most skilled Nightcomers are known to create strange and powerful constructs of flesh, or even to turn themselves into disconnected collections of limbs and organs moving in unison.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure Pain'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Gain a unique spell, Endure Pain. This counts as an occult spell. You can cast this 2/Rest.&lt;br /&gt;
'''Endure Pain'''&lt;br /&gt;
&lt;br /&gt;
''Occult Spell, Warding''&lt;br /&gt;
&lt;br /&gt;
'''APC''': 1, which you spend reactively when you take damage.&lt;br /&gt;
&lt;br /&gt;
'''SPC''': Special&lt;br /&gt;
&lt;br /&gt;
'''Range''': Self&lt;br /&gt;
&lt;br /&gt;
'''Requires''': Gesture&lt;br /&gt;
&lt;br /&gt;
'''Duration''': Instantaneous&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, spend SP equal to the amount of damage you took to gain Shield HP equal to double that amount.&lt;br /&gt;
&lt;br /&gt;
If the damage was inflicted by an occult spell you cast or a Nightcomer ability you used, gain additional Shield HP equal to your CHA.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|You gain the Graft ability.&lt;br /&gt;
&lt;br /&gt;
* '''Graft (2/Rest).''' You may spend one minute to remove a body part from a creature that has been dead for no longer than one hour and attach it to your own body. When you use this ability, take 1d12 toxic damage as your body adjusts to the new change.&lt;br /&gt;
&lt;br /&gt;
You may have only one additional body part attached at a time, and in order to attach a new body part that would exceed your maximum, you must first remove a previous graft. Removing a graft takes one minute.&lt;br /&gt;
&lt;br /&gt;
The attached body parts give you benefits according to their type, as described on the following list:&lt;br /&gt;
&lt;br /&gt;
'''''Eye:''''' You can harvest the eye of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Investigating or Perceiving. The grafted eye counts as an additional eye for features such as Puppeteer.&lt;br /&gt;
&lt;br /&gt;
'''''Ear:''''' You can harvest the ear of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Eavesdropping or Perceiving. The grafted ear counts as an additional ear for features such as Puppeteer.&lt;br /&gt;
&lt;br /&gt;
'''''Nose:''''' You can harvest the nose of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Tracking, Intuiting, or Perceiving.&lt;br /&gt;
&lt;br /&gt;
'''''Skin:''''' You can harvest the skin of a creature with natural resistances, and Graft it to yourself. When you do so, you gain Resist 4 against a damage type that the creature had resistance against.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft II'''&lt;br /&gt;
|Graft&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 2. You also gain +4 Skill Points that can be spent on Biology, Leatherworking, or Medicine.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft III'''&lt;br /&gt;
|Graft II&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 3. Additionally, you have gained the expertise required to attach larger body parts. The following options are added to your list of choices when you use Graft:&lt;br /&gt;
'''''Leg:''''' Your walking speed is increased by +5 ft. The bonus to your walking speed from grafted legs cannot exceed +10 ft.&lt;br /&gt;
&lt;br /&gt;
'''''Hand:''''' You may carry an additional item requiring a hand, or use actions requiring a free hand while using two-handed weapons. Additionally, grafted hands may be used for the Puppeteer ability without impeding the use of your original hands.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft IV'''&lt;br /&gt;
|Graft III&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 4. Additionally, you may gain 5 Shield HP per body part currently Grafted onto you when you finish a Recoup.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft V'''&lt;br /&gt;
|Graft IV, Nightcomer 11&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 5. Additionally, you have gained the expertise required to attach more complicated body parts. The following options are added to your list of choices when you use Graft:&lt;br /&gt;
'''''Wings:''''' For 1 hour, you gain a flying speed equal to your walking speed. (1/Recoup)&lt;br /&gt;
&lt;br /&gt;
'''''Head:''''' If the creature you obtained the head from had any special Senses, you gain those senses for 1 hour. (1/Recoup)&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puppeteer'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|You gain the Puppeteer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puppeteer (2/Recoup)'''. You may expend 4 AP to detach a body part while retaining a mental connection to it, creating a puppet. When you do so, take 1d12 necrotic damage. The puppet is not an independent creature. A creature who targets the puppet with an attack or ability rolls against your defenses, and applies damage or conditions directly to you.  The puppet acts on your turn as an extension of yourself. &lt;br /&gt;
&lt;br /&gt;
When making a puppet, you may choose either one of your eyes or one of your ears. If you use an eye, you will see what the puppet sees. If you use an ear, you will hear what the puppet hears. The puppet has a walking speed equal to your walking speed and hovers at approximately the height it is placed in your body.&lt;br /&gt;
&lt;br /&gt;
You have control over the puppet while it is within 100 ft of you.&lt;br /&gt;
&lt;br /&gt;
Puppeteer lasts for 10 minutes or until you end it early by spending 1 AP to recall the body part. It ends early if you die.&lt;br /&gt;
&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puppeteer II'''&lt;br /&gt;
|Puppeteer&lt;br /&gt;
|You can control two puppets at once and their range becomes 250 ft.&lt;br /&gt;
When you use your Puppeteer ability you can detach a hand, which can be used to manipulate objects but not to attack.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puppeteer III'''&lt;br /&gt;
|Puppeteer II, Marked III&lt;br /&gt;
|You can control three puppets at once and their range becomes 500 ft. Additionally, you may use your detached hand to make weapon attacks if it is holding a weapon that does not require two hands.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|Gain the Inflict the Mark ability.&lt;br /&gt;
&lt;br /&gt;
* '''Inflict the Mark (1/Recoup).''' For 2 AP, you may inflict the Nightcomers’ mark on a creature. &lt;br /&gt;
&lt;br /&gt;
A creature that bears this mark is Frightened of you for as long as the mark persists. Additionally, you know the general direction of any creature you have marked in this way within 1 mile.&lt;br /&gt;
&lt;br /&gt;
The mark persists for 24 hours, or until you use this feature to mark another creature.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer II'''&lt;br /&gt;
|Mark of the Nightcomer&lt;br /&gt;
|You have +1 TA when attacking a creature who bears your mark. Additionally, Inflict the Mark becomes a number of creatures equal to 1⁄2 your CHA per Recoup.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer III'''&lt;br /&gt;
|Mark of the Nightcomer II&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest).''' You may use the Far Sense spell without expending SP, targeting a creature who bears your mark. If you do not know this spell, this is the only way you can cast it unless you learn it.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer IV'''&lt;br /&gt;
|Mark of the Nightcomer III&lt;br /&gt;
|Inflict the Mark becomes a number of creatures equal to your CHA and the mark lasts for 7 days, or until you use the feature to mark another creature past your max.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer V'''&lt;br /&gt;
|Mark of the Nightcomer IV, Nightcomer 11&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may use the Dominate Person spell without expending SP, targeting a creature who bears your mark. If you do not know this spell, this is the only way you can cast it unless you learn it. Additionally, when you cast the spell in this manner, you take corrosive damage equal to the spell’s SPC.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pale-Touched'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|When you are Frightened, or when your Fear exceeds a value of 1⁄2 your Fear threshold, you have Resist Psychic 5.&lt;br /&gt;
Additionally, when you take a Psyche talent, you may choose to take a Nightcomer talent with the anguish tag instead of one of the standard options.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pale-Touched II'''&lt;br /&gt;
|Pale-Touched&lt;br /&gt;
|You may add your CHA to your SAN when determining your Fear threshold. Additionally, when making a skill check with an influence tag, you may add your Fear to the result of the roll.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pale-Touched III'''&lt;br /&gt;
|Pale-Touched II, Anguish III&lt;br /&gt;
|&lt;br /&gt;
* '''(CHA/Rest)''' When you or a creature you can see gains Fear, you may regain 5 SP. &lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Anguish'''&lt;br /&gt;
|Pale-Touched&lt;br /&gt;
|When you deal damage to yourself as an effect of a Nightcomer talent or an occult spell, gain +1 Fear if your Fear value is less than or equal to 1⁄2 of your Fear threshold.&lt;br /&gt;
|''Vessel, Nightcomer, Psyche, Anguish, -1 Fear''&lt;br /&gt;
|-&lt;br /&gt;
|'''Anguish II'''&lt;br /&gt;
|Anguish&lt;br /&gt;
|When you deal damage to yourself as an effect of a Nightcomer talent or an occult spell, take additional damage equal to your Fear.&lt;br /&gt;
|''Vessel, Nightcomer, Psyche, Anguish, -2 Fear''&lt;br /&gt;
|-&lt;br /&gt;
|'''Anguish III'''&lt;br /&gt;
|Anguish II&lt;br /&gt;
|Your Endure Pain spell gains the dark power tag, and the following effect:&lt;br /&gt;
'''''Dark Power:''''' ''When you cast this spell, roll 1d20 and add your Fear. If the result is 10 or lower, you gain +1 Fear.''&lt;br /&gt;
|''Vessel, Nightcomer, Psyche, Anguish, -1 Fear''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flesh-Tailor'''&lt;br /&gt;
|Graft V, Pale-Touched III, Nightcomer 14&lt;br /&gt;
|Your expert control of flesh and attunement with the Pale allows you to exert precise control over your creations. You have a [[Stitched]] that obeys your commands. The Stitched begins with one option from the One of a Kind feature. You may use your Graft ability to add additional limbs to the Stitched.&lt;br /&gt;
When you do so, instead of gaining the benefits you would gain from adding a limb, you may choose an additional choice from the One of a Kind feature to add to the Stitched, to a max of three.&lt;br /&gt;
&lt;br /&gt;
The Stitched has separate stats from you and acts on your turn. It can move and take one of the actions listed in its stats.&lt;br /&gt;
&lt;br /&gt;
If the Stitched is destroyed, you can create a new one. When you Take a Rest while you have access to corpses that have been dead for no longer than 24 hours, you may create a new Stitched if you do not have one.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Provided that you have enough corpses, you may now create two Stitched using this talent.&lt;br /&gt;
|''Vessel, Nightcomer, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swarm'''&lt;br /&gt;
|Marked V, Puppeteer III, Nightcomer 14&lt;br /&gt;
|You gain the Swarm ability .&lt;br /&gt;
&lt;br /&gt;
* '''Swarm (2/Rest).''' For 2 AP, you transform yourself into a swarm of floating limbs. Your body explodes into pieces, all of which are under your control. While in this form, you are considered a Large swarm of tiny creatures. You can occupy other creatures’ spaces. When another creature attempts to move through your space, it treats the space as Difficult Terrain. While in this form, you cannot be Grappled, Pinned, Prone, or Restrained. If you kill a creature while in this form, you regain 2d8 HP, as you incorporate pieces of their body into the swarm. After 1 minute, the transformation ends and your body reforms. &lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Swarm ability becomes 2/Recoup.&lt;br /&gt;
|''Vessel, Nightcomer, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Andi</name></author>
	</entry>
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