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	<updated>2026-07-26T18:29:46Z</updated>
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	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Elemental&amp;diff=1507</id>
		<title>Elemental</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Elemental&amp;diff=1507"/>
		<updated>2023-12-01T03:10:17Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=5'0&amp;quot; - 6'4&amp;quot;|Weight=100 - 400 lbs (air is the lightest, earth is the heaviest)|Size=Medium|Base Speed=20 ft|Appearance=&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Elementals look like humans with skin, hair, and facial features reflecting their chosen sublineage|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around age 30&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: 200 - 300 years|image=elemental.png}}&lt;br /&gt;
&lt;br /&gt;
Elementals are humanoids that are deeply connected to the Everwilds, especially the domain of Chaos. While many sublineages of elemental exist, the four most common are air, earth, fire, and water. Elementals are actually indigenous to the Everwilds. As the Tear opened in the skies above, and Ancerra came into contact with the other planes of existence for the first time in living memory, some elementals were curious about the newly rediscovered solar system and ventured forth to explore it.&lt;br /&gt;
&lt;br /&gt;
Elementals can reliably trace their lineage back to the Ashyidir Archfae. There are ten Ashyidir Archfae, but the four who represent the fundamental elements are listed here. All of the ten Ashyidir can appear masculine, feminine, or androgynous, but their preferred state is listed.&lt;br /&gt;
&lt;br /&gt;
'''Aeshir.''' Feminine-presenting; Exemplar of Fire. Hot-headed, eager to get things accomplished, and believes strongly that destruction makes way for new life and new creativity.&lt;br /&gt;
&lt;br /&gt;
'''Aevis.''' Androgynous-presenting; Exemplar of Air. Easily persuaded by arguments from Aeshir and Sheryn; accommodating to other viewpoints and tries to make everyone happy.&lt;br /&gt;
&lt;br /&gt;
'''Gaard.''' Masculine-presenting; Exemplar of Earth. Slow to action, tries to keep everyone (especially Aeshir) from making rash decisions.&lt;br /&gt;
&lt;br /&gt;
'''Sheryn.''' Feminine-presenting; Exemplar of Water. Strong-willed and unwilling to quickly or recklessly change her views on something, but Sheryn is also extremely emotional and prone to bouts of manic rage. Even so, she is also deeply passionate and caring about the other Ashyidir.&lt;br /&gt;
&lt;br /&gt;
Elementals have varying opinions on the Ashyidir. Some view them as patriarchal figures, much like many humanoids view their grandparents. Others venerate them as gods, and still others don’t have a strong opinion one way or the other provided that the Ashyidir leave the elementals alone to live their own lives.&lt;br /&gt;
===Elemental Traits===&lt;br /&gt;
&lt;br /&gt;
'''Height:''' 5’0” - 6’4”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 100 - 400 lbs (Typically, earth is the heaviest and air is the lightest)&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Elementals generally look like humans with inhuman-colored skin. Their digits, skin patterning, hair, and facial features reflect the element of their sublineage.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Elementals tend to reach maturity around age 30 and live for 200 to 300 years.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Features ===&lt;br /&gt;
&lt;br /&gt;
==== '''Elemental Starting''' '''Features''' ====&lt;br /&gt;
At level 1, you gain the following feature as an elemental. You also gain additional features based on your sublineage choice. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Primal]] Ancestry''' &lt;br /&gt;
|As a descendant of the Everwilds, you are innately bound to the Primal Source of magic. Learn two primal chants of your choice. END is your magic attribute for these chants when cast in this way. If you learn to cast primal magic through the Warden of the Primal talent, then you may use END or the attribute given to you by that feature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Sublineage =====&lt;br /&gt;
There are many sublineages of elemental, reflecting the different types of elemental forces found throughout the Everwilds - and thus, the different elemental forces that can be found throughout Ancerra. The four most common elemental sublineage are air, earth, fire, and water. Choose your sublineage from the options below. Gain all features of that sublineage at level 1. &lt;br /&gt;
&lt;br /&gt;
====== Air Elemental ======&lt;br /&gt;
As an air elemental, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Hover''' &lt;br /&gt;
|Difficult terrain never slows your movement. When falling, you only take 1d4 [[damage]] per every 30 ft fallen, instead of every 10 ft.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mist''' &lt;br /&gt;
|Learn the Mist chant, using your Primal Ancestry to determine your magic attribute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Earth Elemental ======&lt;br /&gt;
As an earth elemental, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Rock-Solid'''&lt;br /&gt;
|When you are not wearing [[armor]], gain +2 to your AR and FORT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Gain 3 additional maximum HP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Fire Elemental ======&lt;br /&gt;
As a fire elemental, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Spark'''&lt;br /&gt;
|You can light nonmagical fires at will by touching flammable, nonsentient objects (such as a candle wick or kindling in a campfire). You cannot light objects that are being worn or carried, unless the creature carrying the object willingly lets you light it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flamehand'''&lt;br /&gt;
|Learn the [[Beam of Fire]] cantrip, using your Primal Ancestry to determine your magic attribute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Water Elemental ======&lt;br /&gt;
As a water elemental, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Amphibious'''&lt;br /&gt;
|You can breathe air and water. &lt;br /&gt;
|-&lt;br /&gt;
|'''Salve''' &lt;br /&gt;
|(1/Recoup) When Recouping, you may expend 1 gallon of water in your possession to restore 1d6 HP to a Bloodied creature that you touch (which can be yourself).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Elemental Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th level. Choose from the features below.&lt;br /&gt;
&lt;br /&gt;
===== General Elemental Features =====&lt;br /&gt;
Any elemental sublineage may take these features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmental Attunement'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain Resist Elemental 1. Furthermore, when making END checks against the effects of extreme weather, add +2 to your rolls.&lt;br /&gt;
|-&lt;br /&gt;
|'''Meteorological Attunement'''&lt;br /&gt;
|&lt;br /&gt;
|You learn the Predict Weather invocation and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Magnificence'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two primal chants of your choice, using your Primal Ancestry to determine your magic attribute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tempestuous Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Tumbling. When you are Prone, you may stand from Prone for 0 AP, but can only do so on your own turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Air Elemental Features =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Fly'''&lt;br /&gt;
|Air Sublineage, &lt;br /&gt;
Character Level 10&lt;br /&gt;
|You can cast the Fly spell. This counts as a primal spell for you. Use your Primal Ancestry to determine your magic attribute.&lt;br /&gt;
(1/Rest) You can cast this once without spending SP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fly II'''&lt;br /&gt;
|Air Sublineage, Fly &lt;br /&gt;
|Regain the ability to use this feature when you Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|'''Slowfall'''&lt;br /&gt;
|Air Sublineage &lt;br /&gt;
|You are immune to Falling damage while conscious and can reduce the speed at which you fall to 60 ft per round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Earth Elemental Features =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth Glide'''&lt;br /&gt;
|Earth Sublineage &lt;br /&gt;
|You ignore difficult terrain if it is made difficult due to loose sand, gravel, or other mineral-based phenomena. Furthermore, when you hit with a melee attack, you may use the special Earth Punch effect. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Earth Punch&amp;lt;/u&amp;gt;: (END/Recoup) Knock a creature Prone. You regain all expended uses when you Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grit'''&lt;br /&gt;
|Earth Sublineage, Character Level 15&lt;br /&gt;
|(1/Rest) When you take damage, you may spend 2 Reactive AP to gain [[Shield]] HP equal to the damage taken.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Fire Elemental Features =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Burn'''&lt;br /&gt;
|Fire Sublineage, Character Level 10&lt;br /&gt;
|Gain a special attack. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;: 3 AP; melee and unarmed tags. Use your choice of STR or DEX for the attack and damage modifiers. On a hit, you do not deal damage to the creature immediately, but it gains Burning 1d4 for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Affinity'''&lt;br /&gt;
|Fire Sublineage &lt;br /&gt;
|(END/Rest) Gain Fire Affinity for 1 minute. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Affinity II'''&lt;br /&gt;
|Fire Affinity, Character Level 15 &lt;br /&gt;
|Gain Immune Fire (and still gain the additional damage from your Affinity whenever you would otherwise take fire damage).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Water Elemental Features =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Curse of Corrosion'''&lt;br /&gt;
|Water Sublineage &lt;br /&gt;
|You learn the Acid Pool spell, and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gift of Piscism'''&lt;br /&gt;
|Water Sublineage &lt;br /&gt;
|You learn the Piscism spell, and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute. &lt;br /&gt;
|-&lt;br /&gt;
|'''Vital Salve'''&lt;br /&gt;
|Water Sublineage &lt;br /&gt;
|When you Recoup, you may use your Salve ability on up to three creatures within 10 ft of you (you may still choose yourself as a target).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] • [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=1504</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=1504"/>
		<updated>2023-12-01T03:07:27Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=3'6&amp;quot; - 4'6&amp;quot;|Weight=120 - 240 lbs|Size=Medium|Base Speed=20 ft|Appearance='''Mountain Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Shades range from Brown to Pale &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Blonde, Brunette, Granite-Gray, or Black&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: All  genders grow thick, bushy beards adorned with trinkets of precious metals. Stocky in stature.&lt;br /&gt;
&lt;br /&gt;
'''Crag Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Earthen Shades like Clay or Sandstone&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Shades of Red or Brown&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Tend to be tall and lanky.&lt;br /&gt;
&lt;br /&gt;
'''Deep Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Pale, almost translucent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Varies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Beardless. Large eyes. Stocky in stature.|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 16 years&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Roughly 300 years|image=dwarf.png}}&lt;br /&gt;
&lt;br /&gt;
Stout and hearty dwarves are the masters of the subterranean realm where their ingenuity and natural affinity with the earth see them digging mighty underground cities and building long lasting civilizations. Endless dangers prowl the lightless caverns and dwarves have developed their mastery of trap and defense against all manner of threats both above and below. Dwarven fortresses are some of the most impenetrable bastions in the known world. While many dwarves took to subterranean dwellings as a way to avoid the horrendous scourge of Kaijan during the first supereon, an intrepid nation of dwarves stayed on the surface and fought back. Those mighty dwarves that killed a fearsome Kaijan and used an ancient, mysterious artifact to turn the Kaijan’s corpse into the first dragon are often held in reverie by other dwarven nations. Dwarves are generally distinguished by three sublineages: the mountain dwarf, crag dwarf, and deep dwarf. Mountain dwarves, or “Strugar”, carve their homes in the tallest peaks and laud their thick beards and natural resistance to the coldest heights. Crag dwarves, or “Kharn’Khan” build their cities within massive canyons, both natural and dwarf-made, where each layer is carefully excavated and then settled. Lastly, the beardless, pale- skinned deep dwarves, or “Uhn’Gunder”, settle within the deepest caves of the earth where stories of “daylight” are told to frighten children.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Culture===&lt;br /&gt;
&lt;br /&gt;
Dwarves of all types pride their craftsmanship and architecture. They honor their ancestors with massive shrines. &lt;br /&gt;
&lt;br /&gt;
'''Mountain Dwarf''' &lt;br /&gt;
&lt;br /&gt;
Mountain dwarves celebrate rare metals and gems, often using them to embellish their crafts and structures. As such, dwarvish goods are highly valued in trade. &lt;br /&gt;
&lt;br /&gt;
'''Crag Dwarf''' &lt;br /&gt;
&lt;br /&gt;
Crag dwarves are well known for their massive canyon cities built within miles-deep crevices carved by time and dwarven hands. Here great waterfalls spin massive turbines that send elevator lifts hurtling upward and downward between hundreds of stone bridges that crisscross every possible level and gap. Crag dwarves dig their settlements by quarrying the dirt and stone in long layers parallel to streams and rivers, often uncovering long-buried ancient dwarven or elven ruins from ages past. They then rebuild such ruins, reinforcing previous fortifications and repurposing structures as they see fit.  In addition, their clothes and creations are an integration of long-forgotten styles found there. Crag dwarves tend to focus their societies around ancient ruins and archeological treasures found in their mines. They are well known for their clay crafts and stonework. Lastly, the crag dwarves are the most surface-adapted dwarves and often extend their territory into nearby forests and plains where farmlands or hunted game can supplement their stone and clay crafts. &lt;br /&gt;
&lt;br /&gt;
'''Deep Dwarf''' &lt;br /&gt;
&lt;br /&gt;
Deep dwarves are naturally the most isolated of the sublineages and tend to be wary of outside influences. Their dangerous environments leave them little room for arts or frivolity and their societies focus more on survival than long-term legacy. They have a particular affinity for the ancient technologies and structures found below the earth and have absorbed much of their discoveries into their own societies. In fact, many deep dwarf nations have large populations of remnants, as well as smaller but notable populations of [[raedeen]].&lt;br /&gt;
&lt;br /&gt;
===Dwarf Traits===&lt;br /&gt;
&lt;br /&gt;
'''Height:''' 3’6” - 4’6”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 120 - 240 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Dwarves tend to have stocky proportions and often have skin and hair tones that reflect their environments, due to generations of evolution. &lt;br /&gt;
&lt;br /&gt;
'''Mountain Dwarf'''&lt;br /&gt;
* The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein. Their hair ranges in shade from blonde and brunette to granite-gray or black.&lt;br /&gt;
'''Crag Dwarf'''&lt;br /&gt;
* Crag dwarves have an earthier coloration, with skin tones like clay or sandstone and hair ranging from red to dark brunette. They are generally taller and comparatively lankier than other dwarven sublineages.&lt;br /&gt;
'''Deep Dwarf'''&lt;br /&gt;
* Deep dwarves are the rarest of dwarves and the least likely to be seen on the surface world. As denizens of the deepest caves, deep dwarves stand apart from their cousins by their pale skin, large eyes, and beardless faces. Their cities often contain tightly packed and protected districts hidden behind layers of trapped corridors and hidden passageways. Few outsiders ever have the opportunity to travel their tunnels.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Dwarves reach maturity around 16 years of age and can live as long as 300 years.&lt;br /&gt;
&lt;br /&gt;
'''International Outlook:''' While dwarves tend to be insular in their communities, they frequently engage in trade and cooperation with friendly civilizations. They often form powerful alliances with elves, humans, and [[kleppin]] societies.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Features ===&lt;br /&gt;
&lt;br /&gt;
==== Dwarf Starting Features ====&lt;br /&gt;
At level 1, you get the following features as a dwarf. You also gain additional features based on your sublineage choice. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stonesense'''&lt;br /&gt;
|You have a natural affinity for caving and the underground world. Gain +5 to any History, Geography and Navigating* checks made while underground.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision'''&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. While using darkvision, you can see up to 30 ft, and then are blind beyond that point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Sublineage =====&lt;br /&gt;
As the dwarves have spread across Ancerra, they have evolved to meet the unique challenges of their environment. Choose your dwarven sublineage: mountain, crag, or deep. Gain all features of that sublineage at level 1. &lt;br /&gt;
&lt;br /&gt;
====== Mountain Dwarf ======&lt;br /&gt;
As a mountain dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Frozen Fortitude'''&lt;br /&gt;
|Your FORT increases by +1. When making END checks to mitigate the effects of extreme cold, roll 2d20 and use whichever one is higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountainborn'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on the following [[skills]]. You cannot put more than +4 points into a single skill using this feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics:&amp;lt;/u&amp;gt; Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Observation:&amp;lt;/u&amp;gt; Appraising &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;: Brewing, Cooking, Jeweling, Leatherworking, Masonry, Smithing &lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Navigating*, Tracking, Dungeoneering, Evading&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Crag Dwarf ======&lt;br /&gt;
As a crag dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Minded'''&lt;br /&gt;
|Your WILL increases by +1. When a creature or effect attempts to impose Charmed on you, it must roll 2d20 and use whichever is lower.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruin Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;: Brewing, Carpentry, Cooking, Leatherworking, Masonry, Pottery, Weaving, Woodcarving &lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: History &lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Scavenging &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Navigating*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Deep Dwarf ======&lt;br /&gt;
As a deep dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Dangersense'''&lt;br /&gt;
|Your ANT increases by +1. When making an AWR check made to detect an ambush or trap, roll 2d20 and use whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Deep Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;: Alchemy, Brewing, Cooking, Masonry, Smithing &lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Perceiving &lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Navigating*, Sneaking, Tracking.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Dwarf Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Craftsdwarf'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +5 points to spend on skills with the Crafting* tag.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision II''' &lt;br /&gt;
|Darkvision &lt;br /&gt;
|The range that you can see while using Darkvision extends by 30 ft.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Constitution''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Gain +6 Skill Points to spend on skills with the Athleticism tag. You cannot spend more than 4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain a +3 bonus to Awareness checks to detect hidden doors or [[traps]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity II''' &lt;br /&gt;
|Dwarven Ingenuity &lt;br /&gt;
|(1/Rest) You may now spend 10 minutes to set a tripwire trap, given that you have the appropriate materials handy. When triggered, this trap uses your AWR to attack the target’s ANT. If you succeed, the target is Slowed until the end of its next turn. &lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity III''' &lt;br /&gt;
|Dwarven Ingenuity II&lt;br /&gt;
|Your Dwarven Ingenuity II tripwire gains 1d6 sharp [[damage]] if you hit. Additionally, if you hit, the target is knocked Prone in addition to being Slowed. Finally, you regain the ability to use this feature when you Recoup. &lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist Toxic 3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood II'''&lt;br /&gt;
|Earth-Blood &lt;br /&gt;
|Increase your Resist Toxic number by 3. You are immune to nonmagical common and uncommon diseases.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood III''' &lt;br /&gt;
|Earth-Blood II, Character Level 20 &lt;br /&gt;
|You are immune to toxic damage and to being poisoned with nonmagical common and uncommon toxins.&lt;br /&gt;
|-&lt;br /&gt;
|'''Steel Heart'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Your maximum HP increases by +5 each time you take this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoutling'''&lt;br /&gt;
|&lt;br /&gt;
|You can now carry 3 additional [[weapons]] and a total of 3 items with the Unwieldy tag.&lt;br /&gt;
|-&lt;br /&gt;
|'''Treasure Hunter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 to Lockpicking and +4 to Dungeoneering.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] • [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dragonfolk&amp;diff=1502</id>
		<title>Dragonfolk</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dragonfolk&amp;diff=1502"/>
		<updated>2023-12-01T03:05:52Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lineage]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|Height=5’10&amp;quot; - 6’8”|Weight=190-300 lbs|Size=Medium|Base Speed=20 ft|Appearance=&amp;lt;u&amp;gt;Scale Coloration&amp;lt;/u&amp;gt;: Varies widely. Can be multicolored&lt;br /&gt;
&amp;lt;u&amp;gt;Scale Sheen&amp;lt;/u&amp;gt;: Often Metallic or Gemlike&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Common Features&amp;lt;/u&amp;gt;: Horns, Spines, Frills, Tails|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 26 years &lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Roughly 200 years|image=Dragonfolk Caster.jpeg}}&lt;br /&gt;
&lt;br /&gt;
On the continent of Gathandia in the first supereon, a stalwart nation of dwarven warriors managed to fell an enormous Kaijan. Using elder runemagic through ancient artifacts that they only partially understood, they reanimated the &lt;br /&gt;
&lt;br /&gt;
corpse of the Kaijan into a new creature. This was the first dragon. The dwarven leaders of this nation mastered the craft and created one more dragon, whereupon the artifacts broke in a tremendous magical explosion, preventing the [[arcane]] creation of any more dragons. However, the two dragons had seven offspring, and the nine dragons departed from the dwarven kingdoms to claim their own territory. These are the nine true dragons, glorious and immortal, and from them all drakes, wyverns, winged serpents, and the like have descended. Dragonfolk are a proud and mighty [[remnant]] of an ancient kingdom ruled by the immortal nine dragons. The inhabitants of this lost kingdom were once humans and other humanoid lineages, and the first generation of dragonfolk were transformed from these lineages into their dragonlike bodies through powerful [[Arcane Magic|arcane magic]] cast by the nine dragons. The descendants of these first dragonfolk are the dragonfolk that populate Ancerra today. Though their kingdom has long since fallen into antiquity, and the dragons themselves are veiled in myth and legend, most dragonfolk still hold onto the regal bearing of their ancestors and embrace the finer points of culture such as art, dance, and song. Visually, they resemble their true dragon ancestors with tough scales, reptilian tails, curled horns, and even wings. While most are flightless, all dragonfolk can breathe fire by tapping into the vestigial power of their ancestry.&lt;br /&gt;
&lt;br /&gt;
===Dragonfolk Culture===&lt;br /&gt;
&lt;br /&gt;
Dragonfolk communities tend to promote matters of self-improvement and exemplify beauty of the inner self in all things both physical and intellectual. Most dragonfolk believe that improvement of the self serves to improve the community and embrace a “strong links make a strong chain” mentality. While this can develop tightly-knit communities built on mutual support, it can also lead to harsh ostracization of those deemed unsupportive of the community.&lt;br /&gt;
Dragonfolk in society are often praised for their eagerness to learn, meticulous instruction and service tothe local community. It is not unusual to see dragonfolk artisans taking on multiple apprentices or to see dragonfolk city guards organizing community self-defense lessons for the poor and exploited.&lt;br /&gt;
&lt;br /&gt;
===Dragonfolk Traits===&lt;br /&gt;
&lt;br /&gt;
'''Height:''' 5’10&amp;quot; - 6’8”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 190-300 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Dragonfolk coloration varies widely, ranging from muted browns, grays, and mottled greens to more dramatic reds, blues, and even purples. Some have a more metallic or gemlike sheen to their scales, appearing golden, coppery, crystalline, or rusted. Many are multicolored. Just like true dragons, dragonfolk horns, spines, frills, and tails are as varied in appearance as their colorations.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Dragonfolk are a longer-living lineage, reaching maturity around age 26 with a lifespan of roughly 200&lt;br /&gt;
years.&lt;br /&gt;
&lt;br /&gt;
'''Other Draconic Creatures:''' Dragonfolk hold other draconic offspring, such as drakes and wyverns, in the highest possible regard, with some treating them as [[divine]] beings.&lt;br /&gt;
&lt;br /&gt;
'''Tension with Dwarves:''' While most dragonfolk accept the historicity of dwarves having directly created the dragons, they do not view dwarves as superior. Rather, they typically believe that the dragons - immortal and wise beyond all Eons - have far surpassed their own creators in creativity, power, and splendor.&lt;br /&gt;
&lt;br /&gt;
=== Dragonfolk Features ===&lt;br /&gt;
&lt;br /&gt;
==== Dragonfolk Starting Features ====&lt;br /&gt;
At level 1, you get the following features as a dragonfolk.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Buffer Fall'''&lt;br /&gt;
|When falling, you can slow the descent and angle of your fall. For every 30 ft that you fall, you take 1d4 falling [[damage]]. Furthermore, for every 10 ft that you fall, you may choose to move 5 ft horizontally.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Breath''' &lt;br /&gt;
|(1/Recoup) You can spend 3 AP to exhale a cone of fire and sear the creatures around you. Make an END attack vs the FORT of each creature in a 15 ft cone. Deal 2d6 fire damage to creatures that you hit, and 1⁄2 as much damage to creatures that you miss.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Feature'''&lt;br /&gt;
|Choose one option from the ''All Dragonfolk Features'' table at level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dragonfolk Features ====&lt;br /&gt;
In addition to the unique feature you selected at level 1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold-Blooded'''&lt;br /&gt;
|&lt;br /&gt;
|You suffer TD while in arctic environments or any environment with below-freezing temperatures, but gain TA while in desert or jungle environments, as well as any other environment that exceeds 80 °F. Additionally, gain +1 FORT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Breath: Draconic Lungs'''&lt;br /&gt;
|Fire Breath&lt;br /&gt;
|Regain all expended uses of Fire Breath when you Catch your Breath.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Breath: Explosive'''&lt;br /&gt;
|Fire Breath &lt;br /&gt;
|The range of your Fire Breath cone attack extends by 15 ft.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Breath: Hellfire'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Fire Breath deals 2d6 additional damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flame-Born''' &lt;br /&gt;
|&lt;br /&gt;
| (END/Rest) Gain Fire Affinity for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
| '''Flutter Jump'''&lt;br /&gt;
|&lt;br /&gt;
|With your wingspan, you can jump higher than a normal creature. Your vertical Jump distance is doubled.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dragonfolk Flight: Glide'''&lt;br /&gt;
|&lt;br /&gt;
|You no longer take falling damage while using your wings. When falling, you can now move 15 ft horizontally for every 10 ft that you fall.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dragonfolk Flight: Hover'''&lt;br /&gt;
| Dragonfolk Flight: Glide &lt;br /&gt;
|You can hover up to 5 ft over the ground and can remain 5 ft off the ground when you move for no additional AP. You cannot fly vertically. Hover takes sufficient energy and focus that you cannot benefit from Flutter Jump at the same time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dragonfolk Flight: Soar'''&lt;br /&gt;
|Dragonfolk Flight: Hover, Character Level 15 &lt;br /&gt;
|Gain a fly speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Strafe'''&lt;br /&gt;
|Dragonfolk Flight: Soar, &lt;br /&gt;
Fire Breath&lt;br /&gt;
|If you use your Fire Breath, you can choose to spend 4 AP to make a strafing attack. For this attack, you move in a 30 ft line and make an END attack vs the FORT of each creature along that line dealing your normal amount of Fire Breath damage. You can be no more than 15 ft away from the surface you are strafing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tail Swipe'''&lt;br /&gt;
|&lt;br /&gt;
| Using the Trip maneuver only costs 1 AP for you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough Scales'''&lt;br /&gt;
| &lt;br /&gt;
|When you are not wearing [[armor]], your AR base is 13.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] • [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bhrunai&amp;diff=1501</id>
		<title>Bhrunai</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bhrunai&amp;diff=1501"/>
		<updated>2023-12-01T03:05:11Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LineageInfobox|Lineage name=Bhrunai|image=Bhrunai.jpg|data1=|data2=|data3=|data4=|data5=Bhrunai are usually stocky or cherubic with skin tones like that of stone: primarily shades of gray and brown. Their hair resembles mosses, lichens, or funguses, and their eyes range in coloration from gray to brown to green to blue to hazel to metallic.|data6=Bhrunai reach maturity around 10 years of age and live very long lives. Bhrunai do not physically deteriorate until around their 400th year of life when their body slowly begins to solidify as they spend more and more time resting in their stone form. By their 500th year, most bhrunai become stone permanently.|Height=3’4” - 4’2”|Weight=50 - 120 lbs|Size=Small|Appearance=&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Shades of Gray or Brown&lt;br /&gt;
&amp;lt;u&amp;gt;Eye Color&amp;lt;/u&amp;gt;: Gray, Brown, Green, Blue, Hazel, or Metallic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Stocky or Cherubic builds. Hair resembling moss, lichen, or fungus.|Base Speed=20 ft|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 10 years&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: 400 - 500 years}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
&lt;br /&gt;
(BROO-nye)&lt;br /&gt;
&lt;br /&gt;
With their brown-green skin, pointed ears, and thick manes of mossy-green, brown, or black hair, the bhrunai originally come from the southern swamplands and possess a captivating appearance they share with their northern relatives, the [[trollkin]]. Existing on Ancerra for countless ages, this ancient lineage is deeply intertwined with the myths and legends of many other cultures. In the past, it was well known that bhrunai would often sneak into homes deep in the night and take food, trinkets, or other such things they deemed useful as tools. &lt;br /&gt;
&lt;br /&gt;
The evidence of this theft could always be found the following morning in the form of shoes with new soles or clothes expertly patched with tightly wound swampgrass. Past bhrunai generally struggled with the concept of ownership and so these ‘exchanges’ were often deemed as thefts, though many homes grew to welcome these small services and so began leaving offerings for the bhrunai directly. However, it is only in recent centuries that these once-reclusive beings have emerged from their seclusion and embraced integration into society at large.&lt;br /&gt;
&lt;br /&gt;
Travelers may now encounter bhrunai as they engage in commerce in bustling city markets or traverse trade routes with their turtle-pulled wagons. They have earned a particularly notable reputation as skilled artisans and craftsmen and are known to pour themselves into perfecting a craft over their long lifetimes. They take great pride in their independence and resourcefulness, relying on their own abilities to solve problems before seeking assistance.&lt;br /&gt;
&lt;br /&gt;
=== Bhrunai Culture ===&lt;br /&gt;
Bhrunai have traditionally preferred either solitude or the company of their own kind, building tiny stilted hovels and forming small communes, usually close to established settlements with which they could trade. Passersby may mistake a group of sleeping bhrunai for mossy boulders. Bhrunai have unique romantic relationships, wherein two who chose to spend their lives together perform a “Melding” wherein two become one. This new bhrunai shares the memories of both mates, but is an entirely new unique individual. 10 to 15 years after a Melding, two to four small, round, pebble-like eggs break off from the bhrunai while it sleeps, which grow into young.&lt;br /&gt;
&lt;br /&gt;
=== Bhrunai Traits ===&lt;br /&gt;
'''Height:''' 3’4” - 4’2”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 50 - 120 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Small&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Bhrunai are usually stocky or cherubic with skin tones like that of stone: primarily shades of gray and brown. Their hair resembles mosses, lichens, or funguses, and their eyes range in coloration from gray to brown to green to blue to hazel to metallic.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Bhrunai reach maturity around 10 years of age and live very long lives. Bhrunai do not physically deteriorate until around their 400th year of life when their body slowly begins to solidify as they spend more and more time [[resting]] in their stone form. By their 500th year, most bhrunai become stone permanently.&lt;br /&gt;
&lt;br /&gt;
=== Bhrunai Features ===&lt;br /&gt;
&lt;br /&gt;
===== Bhrunai Starting Features =====&lt;br /&gt;
At level 1, you get the following features as a bhrunai. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Sleep'''&lt;br /&gt;
|Bhrunai do not sleep like other creatures and instead enter a state of suspended animation called “Stone Sleep.” You must enter Stone Sleep for 6 hours to regenerate your energy on a daily basis. While Stone Sleep is activated you gain DT 30, and you are Unconscious but not Helpless. You may remain in Stone Sleep indefinitely, but taking any [[damage]] immediately ends your Stone Sleep.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Step''' &lt;br /&gt;
|(1/Rest) Bhrunai have the natural ability to wink out of sight and slip into places unnoticed. By spending 2 AP, you become Invisible for 1 minute. This feature ends immediately if you take damage, make an attack, or use magic. &lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Feature'''&lt;br /&gt;
|Choose one additional option from the ''All Bhrunai Features'' table at level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== All Bhrunai Features =====&lt;br /&gt;
In addition to the unique feature you selected at level 1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Affinity'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two [[Arcane Spells|cantrips]] from the [[Arcane]] Source of magic. If you do not already know [[Arcane Magic|arcane magic]], then INT is your magic attribute for these cantrips.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bhrunai Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You add +6 Skill Points to one skill of your choice with the Crafting* tag.&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmental Adaptation'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you roll a d20 to resist a harmful environmental condition such as extreme heat, cold, or weather, you roll 2d20 and take the higher result.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Step II'''&lt;br /&gt;
|Fey Step&lt;br /&gt;
|You may use your Fae Step feature 2/Rest. Additionally, when you activate this feature you may immediately teleport up to 15 ft to a place within your line of sight.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grove-Born'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on the following [[skills]]. You cannot put more than +4 points into a single skill using this feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting, Tumbling, &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;: Alchemy, Cobbling, Cooking, Weaving, &lt;br /&gt;
* &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Persuading, &lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Scavenging, &lt;br /&gt;
* &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Evading, Lockpicking*, Sleight of Hand &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Forage, Nature, Sheltering, Sneaking&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage'''&lt;br /&gt;
|&lt;br /&gt;
|While you are outdoors and Concealed, gain +3 on skill checks to remain hidden. You can only use this ability when you have not moved since the beginning of your last turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage II'''&lt;br /&gt;
|Natural Camouflage I&lt;br /&gt;
|While outdoors and not actively moving, gain your Natural Camouflage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage III'''&lt;br /&gt;
|Natural Camouflage II&lt;br /&gt;
|While outdoors, you gain your Natural Camouflage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage IV'''&lt;br /&gt;
|Natural Camouflage III&lt;br /&gt;
|''Repeatable.'' Gain an additional +3 on skill checks to remain hidden when using Natural Camouflage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturefriend'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You can cast the Animal Bond Spell.&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturefriend II'''&lt;br /&gt;
|Naturefriend&lt;br /&gt;
|Regain the ability to use Naturefriend when you Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Primal]] Awareness'''&lt;br /&gt;
|&lt;br /&gt;
|By spending one minute, you sense primal power in a 1 mile radius from yourself. Learn whether or not primal magic has been used in the last 7 days, as well as if a creature with the fae tag has been present. You can use this feature once, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Power'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two chants from the Primal Source of Magic. If you do not already know primal magic, then AWR is your magic attribute for these chants.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Gut'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist Toxic 3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Gut II'''&lt;br /&gt;
|Stone Gut, Character Level 10&lt;br /&gt;
|You are immune to common poisons and diseases and increase your Resist Toxic number by 3. Furthermore, you can receive nourishment from eating any biological plant or common mineral such as clay, dirt, or stone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Gut III'''&lt;br /&gt;
|Stone Gut II&lt;br /&gt;
|Increase your Resist Toxic number by 3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Sentinel'''&lt;br /&gt;
|&lt;br /&gt;
|You are immune to magical sleep effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] • [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
![[Backgrounds]]&lt;br /&gt;
|[[Born Warrior|Born Warrior •]] [[Criminal|Criminal •]] [[Entertainer]] • [[Knave]] • [[Noble Title]] • [[Outlander|Outlander •]] [[Student|Student •]] [[True Believer|True Believer •]] [[Urchin]]&lt;br /&gt;
|-&lt;br /&gt;
!Profession&lt;br /&gt;
|[[Archivist|Archivist •]] [[Barrister|Barrister •]] [[Charlatan|Charlatan •]] [[Clergy|Clergy •]] [[Entertainer|Entertainer •]] [[Guard|Guard •]] [[Honorable|Honorable •]] [[Inquisitor|Inquisitor •]] [[Knight|Knight •]][[Nomad|Nomad •]] [[Physician|Physician •]] [[Pioneer|Pioneer •]] [[Sailor|Sailor •]] [[Soldier|Soldier •]] [[Trader|Trader •]] [[Thief|Thief •]] [[Thug]]&lt;br /&gt;
|-&lt;br /&gt;
!Talents &lt;br /&gt;
|[[Berzerker|Berzerker •]] [[Cleric|Cleric •]] [[Mage|Mage •]] [[Oracle|Oracle •]] [[Pugilist|Pugilist •]] [[Ranger|Ranger •]] [[Rogue|Rogue •]] [[Tinkerer|Tinkerer •]] [[Troubadour|Troubadour •]] [[Vessel|Vessel •]] [[Warrior|Warrior •]] [[Witch|Witch •]] [[Zealot|Zealot •]] [[Specialization Talents|Specialization Talents •]] [[Magic Talents]]&lt;br /&gt;
|-&lt;br /&gt;
!Basic Rules&lt;br /&gt;
|[[Combat|Combat •]] [[Action Points|Action Points •]] [[Actions|Actions •]] [[Conditions]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bhrunai&amp;diff=1500</id>
		<title>Bhrunai</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bhrunai&amp;diff=1500"/>
		<updated>2023-12-01T03:04:55Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LineageInfobox|Lineage name=Bhrunai|image=Bhrunai.jpg|data1=|data2=|data3=|data4=|data5=Bhrunai are usually stocky or cherubic with skin tones like that of stone: primarily shades of gray and brown. Their hair resembles mosses, lichens, or funguses, and their eyes range in coloration from gray to brown to green to blue to hazel to metallic.|data6=Bhrunai reach maturity around 10 years of age and live very long lives. Bhrunai do not physically deteriorate until around their 400th year of life when their body slowly begins to solidify as they spend more and more time resting in their stone form. By their 500th year, most bhrunai become stone permanently.|Height=3’4” - 4’2”|Weight=50 - 120 lbs|Size=Small|Appearance=&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Shades of Gray or Brown&lt;br /&gt;
&amp;lt;u&amp;gt;Eye Color&amp;lt;/u&amp;gt;: Gray, Brown, Green, Blue, Hazel, or Metallic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Stocky or Cherubic builds. Hair resembling moss, lichen, or fungus.|Base Speed=20 ft|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 10 years&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: 400 - 500 years}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
&lt;br /&gt;
(BROO-nye)&lt;br /&gt;
&lt;br /&gt;
With their brown-green skin, pointed ears, and thick manes of mossy-green, brown, or black hair, the bhrunai originally come from the southern swamplands and possess a captivating appearance they share with their northern relatives, the [[trollkin]]. Existing on Ancerra for countless ages, this ancient lineage is deeply intertwined with the myths and legends of many other cultures. In the past, it was well known that bhrunai would often sneak into homes deep in the night and take food, trinkets, or other such things they deemed useful as tools. &lt;br /&gt;
&lt;br /&gt;
The evidence of this theft could always be found the following morning in the form of shoes with new soles or clothes expertly patched with tightly wound swampgrass. Past bhrunai generally struggled with the concept of ownership and so these ‘exchanges’ were often deemed as thefts, though many homes grew to welcome these small services and so began leaving offerings for the bhrunai directly. However, it is only in recent centuries that these once-reclusive beings have emerged from their seclusion and embraced integration into society at large.&lt;br /&gt;
&lt;br /&gt;
Travelers may now encounter bhrunai as they engage in commerce in bustling city markets or traverse trade routes with their turtle-pulled wagons. They have earned a particularly notable reputation as skilled artisans and craftsmen and are known to pour themselves into perfecting a craft over their long lifetimes. They take great pride in their independence and resourcefulness, relying on their own abilities to solve problems before seeking assistance.&lt;br /&gt;
&lt;br /&gt;
=== Bhrunai Culture ===&lt;br /&gt;
Bhrunai have traditionally preferred either solitude or the company of their own kind, building tiny stilted hovels and forming small communes, usually close to established settlements with which they could trade. Passersby may mistake a group of sleeping bhrunai for mossy boulders. Bhrunai have unique romantic relationships, wherein two who chose to spend their lives together perform a “Melding” wherein two become one. This new bhrunai shares the memories of both mates, but is an entirely new unique individual. 10 to 15 years after a Melding, two to four small, round, pebble-like eggs break off from the bhrunai while it sleeps, which grow into young.&lt;br /&gt;
&lt;br /&gt;
=== Bhrunai Traits ===&lt;br /&gt;
'''Height:''' 3’4” - 4’2”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 50 - 120 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Small&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Bhrunai are usually stocky or cherubic with skin tones like that of stone: primarily shades of gray and brown. Their hair resembles mosses, lichens, or funguses, and their eyes range in coloration from gray to brown to green to blue to hazel to metallic.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Bhrunai reach maturity around 10 years of age and live very long lives. Bhrunai do not physically deteriorate until around their 400th year of life when their body slowly begins to solidify as they spend more and more time [[resting]] in their stone form. By their 500th year, most bhrunai become stone permanently.&lt;br /&gt;
&lt;br /&gt;
=== Bhrunai Features ===&lt;br /&gt;
&lt;br /&gt;
===== Bhrunai Starting Features =====&lt;br /&gt;
At level 1, you get the following features as a bhrunai. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Sleep'''&lt;br /&gt;
|Bhrunai do not sleep like other creatures and instead enter a state of suspended animation called “Stone Sleep.” You must enter Stone Sleep for 6 hours to regenerate your energy on a daily basis. While Stone Sleep is activated you gain DT 30, and you are Unconscious but not Helpless. You may remain in Stone Sleep indefinitely, but taking any [[damage]] immediately ends your Stone Sleep.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Step''' &lt;br /&gt;
|(1/Rest) Bhrunai have the natural ability to wink out of sight and slip into places unnoticed. By spending 2 AP, you become Invisible for 1 minute. This feature ends immediately if you take damage, make an attack, or use magic. &lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Feature'''&lt;br /&gt;
|Choose one additional option from the ''All Bhrunai Features'' table at level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''All Bhrunai Features''' =====&lt;br /&gt;
In addition to the unique feature you selected at level 1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Affinity'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two [[Arcane Spells|cantrips]] from the [[Arcane]] Source of magic. If you do not already know [[Arcane Magic|arcane magic]], then INT is your magic attribute for these cantrips.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bhrunai Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You add +6 Skill Points to one skill of your choice with the Crafting* tag.&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmental Adaptation'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you roll a d20 to resist a harmful environmental condition such as extreme heat, cold, or weather, you roll 2d20 and take the higher result.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Step II'''&lt;br /&gt;
|Fey Step&lt;br /&gt;
|You may use your Fae Step feature 2/Rest. Additionally, when you activate this feature you may immediately teleport up to 15 ft to a place within your line of sight.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grove-Born'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on the following [[skills]]. You cannot put more than +4 points into a single skill using this feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting, Tumbling, &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;: Alchemy, Cobbling, Cooking, Weaving, &lt;br /&gt;
* &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Persuading, &lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Scavenging, &lt;br /&gt;
* &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Evading, Lockpicking*, Sleight of Hand &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Forage, Nature, Sheltering, Sneaking&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage'''&lt;br /&gt;
|&lt;br /&gt;
|While you are outdoors and Concealed, gain +3 on skill checks to remain hidden. You can only use this ability when you have not moved since the beginning of your last turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage II'''&lt;br /&gt;
|Natural Camouflage I&lt;br /&gt;
|While outdoors and not actively moving, gain your Natural Camouflage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage III'''&lt;br /&gt;
|Natural Camouflage II&lt;br /&gt;
|While outdoors, you gain your Natural Camouflage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage IV'''&lt;br /&gt;
|Natural Camouflage III&lt;br /&gt;
|''Repeatable.'' Gain an additional +3 on skill checks to remain hidden when using Natural Camouflage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturefriend'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You can cast the Animal Bond Spell.&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturefriend II'''&lt;br /&gt;
|Naturefriend&lt;br /&gt;
|Regain the ability to use Naturefriend when you Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Primal]] Awareness'''&lt;br /&gt;
|&lt;br /&gt;
|By spending one minute, you sense primal power in a 1 mile radius from yourself. Learn whether or not primal magic has been used in the last 7 days, as well as if a creature with the fae tag has been present. You can use this feature once, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Power'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two chants from the Primal Source of Magic. If you do not already know primal magic, then AWR is your magic attribute for these chants.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Gut'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist Toxic 3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Gut II'''&lt;br /&gt;
|Stone Gut, Character Level 10&lt;br /&gt;
|You are immune to common poisons and diseases and increase your Resist Toxic number by 3. Furthermore, you can receive nourishment from eating any biological plant or common mineral such as clay, dirt, or stone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Gut III'''&lt;br /&gt;
|Stone Gut II&lt;br /&gt;
|Increase your Resist Toxic number by 3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Sentinel'''&lt;br /&gt;
|&lt;br /&gt;
|You are immune to magical sleep effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] • [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
![[Backgrounds]]&lt;br /&gt;
|[[Born Warrior|Born Warrior •]] [[Criminal|Criminal •]] [[Entertainer]] • [[Knave]] • [[Noble Title]] • [[Outlander|Outlander •]] [[Student|Student •]] [[True Believer|True Believer •]] [[Urchin]]&lt;br /&gt;
|-&lt;br /&gt;
!Profession&lt;br /&gt;
|[[Archivist|Archivist •]] [[Barrister|Barrister •]] [[Charlatan|Charlatan •]] [[Clergy|Clergy •]] [[Entertainer|Entertainer •]] [[Guard|Guard •]] [[Honorable|Honorable •]] [[Inquisitor|Inquisitor •]] [[Knight|Knight •]][[Nomad|Nomad •]] [[Physician|Physician •]] [[Pioneer|Pioneer •]] [[Sailor|Sailor •]] [[Soldier|Soldier •]] [[Trader|Trader •]] [[Thief|Thief •]] [[Thug]]&lt;br /&gt;
|-&lt;br /&gt;
!Talents &lt;br /&gt;
|[[Berzerker|Berzerker •]] [[Cleric|Cleric •]] [[Mage|Mage •]] [[Oracle|Oracle •]] [[Pugilist|Pugilist •]] [[Ranger|Ranger •]] [[Rogue|Rogue •]] [[Tinkerer|Tinkerer •]] [[Troubadour|Troubadour •]] [[Vessel|Vessel •]] [[Warrior|Warrior •]] [[Witch|Witch •]] [[Zealot|Zealot •]] [[Specialization Talents|Specialization Talents •]] [[Magic Talents]]&lt;br /&gt;
|-&lt;br /&gt;
!Basic Rules&lt;br /&gt;
|[[Combat|Combat •]] [[Action Points|Action Points •]] [[Actions|Actions •]] [[Conditions]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bhrunai&amp;diff=1498</id>
		<title>Bhrunai</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bhrunai&amp;diff=1498"/>
		<updated>2023-12-01T03:04:11Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LineageInfobox|Lineage name=Bhrunai|image=Bhrunai.jpg|data1=|data2=|data3=|data4=|data5=Bhrunai are usually stocky or cherubic with skin tones like that of stone: primarily shades of gray and brown. Their hair resembles mosses, lichens, or funguses, and their eyes range in coloration from gray to brown to green to blue to hazel to metallic.|data6=Bhrunai reach maturity around 10 years of age and live very long lives. Bhrunai do not physically deteriorate until around their 400th year of life when their body slowly begins to solidify as they spend more and more time resting in their stone form. By their 500th year, most bhrunai become stone permanently.|Height=3’4” - 4’2”|Weight=50 - 120 lbs|Size=Small|Appearance=&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Shades of Gray or Brown&lt;br /&gt;
&amp;lt;u&amp;gt;Eye Color&amp;lt;/u&amp;gt;: Gray, Brown, Green, Blue, Hazel, or Metallic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Stocky or Cherubic builds. Hair resembling moss, lichen, or fungus.|Base Speed=20 ft|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 10 years&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: 400 - 500 years}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
&lt;br /&gt;
(BROO-nye)&lt;br /&gt;
&lt;br /&gt;
With their brown-green skin, pointed ears, and thick manes of mossy-green, brown, or black hair, the bhrunai originally come from the southern swamplands and possess a captivating appearance they share with their northern relatives, the [[trollkin]]. Existing on Ancerra for countless ages, this ancient lineage is deeply intertwined with the myths and legends of many other cultures. In the past, it was well known that bhrunai would often sneak into homes deep in the night and take food, trinkets, or other such things they deemed useful as tools. &lt;br /&gt;
&lt;br /&gt;
The evidence of this theft could always be found the following morning in the form of shoes with new soles or clothes expertly patched with tightly wound swampgrass. Past bhrunai generally struggled with the concept of ownership and so these ‘exchanges’ were often deemed as thefts, though many homes grew to welcome these small services and so began leaving offerings for the bhrunai directly. However, it is only in recent centuries that these once-reclusive beings have emerged from their seclusion and embraced integration into society at large.&lt;br /&gt;
&lt;br /&gt;
Travelers may now encounter bhrunai as they engage in commerce in bustling city markets or traverse trade routes with their turtle-pulled wagons. They have earned a particularly notable reputation as skilled artisans and craftsmen and are known to pour themselves into perfecting a craft over their long lifetimes. They take great pride in their independence and resourcefulness, relying on their own abilities to solve problems before seeking assistance.&lt;br /&gt;
&lt;br /&gt;
=== Bhrunai Culture ===&lt;br /&gt;
Bhrunai have traditionally preferred either solitude or the company of their own kind, building tiny stilted hovels and forming small communes, usually close to established settlements with which they could trade. Passersby may mistake a group of sleeping bhrunai for mossy boulders. Bhrunai have unique romantic relationships, wherein two who chose to spend their lives together perform a “Melding” wherein two become one. This new bhrunai shares the memories of both mates, but is an entirely new unique individual. 10 to 15 years after a Melding, two to four small, round, pebble-like eggs break off from the bhrunai while it sleeps, which grow into young.&lt;br /&gt;
&lt;br /&gt;
=== Bhrunai Traits ===&lt;br /&gt;
'''Height:''' 3’4” - 4’2”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 50 - 120 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Small&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Bhrunai are usually stocky or cherubic with skin tones like that of stone: primarily shades of gray and brown. Their hair resembles mosses, lichens, or funguses, and their eyes range in coloration from gray to brown to green to blue to hazel to metallic.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Bhrunai reach maturity around 10 years of age and live very long lives. Bhrunai do not physically deteriorate until around their 400th year of life when their body slowly begins to solidify as they spend more and more time [[resting]] in their stone form. By their 500th year, most bhrunai become stone permanently.&lt;br /&gt;
&lt;br /&gt;
=== Bhrunai Features ===&lt;br /&gt;
&lt;br /&gt;
===== '''Bhrunai Starting Features''' =====&lt;br /&gt;
At level 1, you get the following features as a bhrunai. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Sleep'''&lt;br /&gt;
|Bhrunai do not sleep like other creatures and instead enter a state of suspended animation called “Stone Sleep.” You must enter Stone Sleep for 6 hours to regenerate your energy on a daily basis. While Stone Sleep is activated you gain DT 30, and you are Unconscious but not Helpless. You may remain in Stone Sleep indefinitely, but taking any [[damage]] immediately ends your Stone Sleep.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Step''' &lt;br /&gt;
|(1/Rest) Bhrunai have the natural ability to wink out of sight and slip into places unnoticed. By spending 2 AP, you become Invisible for 1 minute. This feature ends immediately if you take damage, make an attack, or use magic. &lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Feature'''&lt;br /&gt;
|Choose one additional option from the ''All Bhrunai Features'' table at level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''All Bhrunai Features''' =====&lt;br /&gt;
In addition to the unique feature you selected at level 1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Affinity'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two [[Arcane Spells|cantrips]] from the [[Arcane]] Source of magic. If you do not already know [[Arcane Magic|arcane magic]], then INT is your magic attribute for these cantrips.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bhrunai Expertise'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You add +6 Skill Points to one skill of your choice with the Crafting* tag.&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmental Adaptation'''&lt;br /&gt;
|&lt;br /&gt;
|Whenever you roll a d20 to resist a harmful environmental condition such as extreme heat, cold, or weather, you roll 2d20 and take the higher result.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Step II'''&lt;br /&gt;
|Fey Step&lt;br /&gt;
|You may use your Fae Step feature 2/Rest. Additionally, when you activate this feature you may immediately teleport up to 15 ft to a place within your line of sight.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grove-Born'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on the following [[skills]]. You cannot put more than +4 points into a single skill using this feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting, Tumbling, &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;: Alchemy, Cobbling, Cooking, Weaving, &lt;br /&gt;
* &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Persuading, &lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Scavenging, &lt;br /&gt;
* &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Evading, Lockpicking*, Sleight of Hand &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Forage, Nature, Sheltering, Sneaking&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage'''&lt;br /&gt;
|&lt;br /&gt;
|While you are outdoors and Concealed, gain +3 on skill checks to remain hidden. You can only use this ability when you have not moved since the beginning of your last turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage II'''&lt;br /&gt;
|Natural Camouflage I&lt;br /&gt;
|While outdoors and not actively moving, gain your Natural Camouflage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage III'''&lt;br /&gt;
|Natural Camouflage II&lt;br /&gt;
|While outdoors, you gain your Natural Camouflage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Camouflage IV'''&lt;br /&gt;
|Natural Camouflage III&lt;br /&gt;
|''Repeatable.'' Gain an additional +3 on skill checks to remain hidden when using Natural Camouflage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturefriend'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You can cast the Animal Bond Spell.&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturefriend II'''&lt;br /&gt;
|Naturefriend&lt;br /&gt;
|Regain the ability to use Naturefriend when you Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Primal]] Awareness'''&lt;br /&gt;
|&lt;br /&gt;
|By spending one minute, you sense primal power in a 1 mile radius from yourself. Learn whether or not primal magic has been used in the last 7 days, as well as if a creature with the fae tag has been present. You can use this feature once, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Power'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two chants from the Primal Source of Magic. If you do not already know primal magic, then AWR is your magic attribute for these chants.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Gut'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist Toxic 3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Gut II'''&lt;br /&gt;
|Stone Gut, Character Level 10&lt;br /&gt;
|You are immune to common poisons and diseases and increase your Resist Toxic number by 3. Furthermore, you can receive nourishment from eating any biological plant or common mineral such as clay, dirt, or stone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Gut III'''&lt;br /&gt;
|Stone Gut II&lt;br /&gt;
|Increase your Resist Toxic number by 3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Sentinel'''&lt;br /&gt;
|&lt;br /&gt;
|You are immune to magical sleep effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] • [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
![[Backgrounds]]&lt;br /&gt;
|[[Born Warrior|Born Warrior •]] [[Criminal|Criminal •]] [[Entertainer]] • [[Knave]] • [[Noble Title]] • [[Outlander|Outlander •]] [[Student|Student •]] [[True Believer|True Believer •]] [[Urchin]]&lt;br /&gt;
|-&lt;br /&gt;
!Profession&lt;br /&gt;
|[[Archivist|Archivist •]] [[Barrister|Barrister •]] [[Charlatan|Charlatan •]] [[Clergy|Clergy •]] [[Entertainer|Entertainer •]] [[Guard|Guard •]] [[Honorable|Honorable •]] [[Inquisitor|Inquisitor •]] [[Knight|Knight •]][[Nomad|Nomad •]] [[Physician|Physician •]] [[Pioneer|Pioneer •]] [[Sailor|Sailor •]] [[Soldier|Soldier •]] [[Trader|Trader •]] [[Thief|Thief •]] [[Thug]]&lt;br /&gt;
|-&lt;br /&gt;
!Talents &lt;br /&gt;
|[[Berzerker|Berzerker •]] [[Cleric|Cleric •]] [[Mage|Mage •]] [[Oracle|Oracle •]] [[Pugilist|Pugilist •]] [[Ranger|Ranger •]] [[Rogue|Rogue •]] [[Tinkerer|Tinkerer •]] [[Troubadour|Troubadour •]] [[Vessel|Vessel •]] [[Warrior|Warrior •]] [[Witch|Witch •]] [[Zealot|Zealot •]] [[Specialization Talents|Specialization Talents •]] [[Magic Talents]]&lt;br /&gt;
|-&lt;br /&gt;
!Basic Rules&lt;br /&gt;
|[[Combat|Combat •]] [[Action Points|Action Points •]] [[Actions|Actions •]] [[Conditions]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=1370</id>
		<title>Magic Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=1370"/>
		<updated>2023-11-29T20:08:01Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Arcane Magic===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&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 Well and reach Attunation, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt; Gain 10 SP if this is the first Magic Entry talent you take. Otherwise, gain 5 SP. Each time you level up and spend your talent point in the arcane talent stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcane Power:&amp;lt;/u&amp;gt; Gain 1 Arcane Power. Each time you level up and spend your talent point in the arcane talent stack, you gain +1 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;[[Arcane Spells]]&amp;lt;/u&amp;gt; You know a number of arcane cantrips and spells equal to your Arcane Power + your INT. Each time this number increases, learn another arcane cantrip or spell.&lt;br /&gt;
* &amp;lt;u&amp;gt;Student&amp;lt;/u&amp;gt; Gain access to the arcane stack. Gain two talents from the arcane stack. (You do not gain additional spell points from these selections.)&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcanist.&amp;lt;/u&amp;gt; Unless otherwise noted, your Casting Attribute is INT.&lt;br /&gt;
|''Arcane, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Cantrips'''&lt;br /&gt;
|&lt;br /&gt;
|Gain three arcane cantrips.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Knowledge'''&lt;br /&gt;
|&lt;br /&gt;
|Gain one arcane spell or cantrip, and gain +4 Skill Points&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Arcane Magic]]'''&lt;br /&gt;
|&lt;br /&gt;
|Gain two arcane cantrips and one arcane spell.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane spells'''&lt;br /&gt;
|&lt;br /&gt;
|Gain two arcane spells.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear Thoughts'''&lt;br /&gt;
|&lt;br /&gt;
|You permanently lose 3d4 maximum 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’ve finished the entire process. Taking this talent twice does allow you to reallocate the previous uses of this talent, but does not cause you to regain the lost maximum HP.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus'''&lt;br /&gt;
|Incompatible: Cold Focus&lt;br /&gt;
|Your spells that deal fire [[damage]] now ignore Resist, but you can no longer cast spells that deal cold damage.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus II'''&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|You gain +1 to hit with spells that deal fire damage, you gain Resist Fire 3, and you gain Vulnerable Cold 1.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus III'''&lt;br /&gt;
|Fire Focus II&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal fire damage, and your Resist Fire increases to 6. Your Vulnerable&lt;br /&gt;
Cold value increases to 2.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus IV'''&lt;br /&gt;
|Fire Focus III&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal fire damage, you gain Immune Fire, and gain your Vulnerable Cold value increases to 3.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus'''&lt;br /&gt;
|Incompatible: Fire Focus&lt;br /&gt;
|Your spells that deal cold damage now ignore Resist, but you can no longer cast spells that deal fire damage.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus II'''&lt;br /&gt;
|Cold Focus&lt;br /&gt;
|You gain +1 to hit with spells that deal cold damage, you gain Resist Cold 3, and you gain Vulnerable Fire 2.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus III'''&lt;br /&gt;
|Cold Focus II&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal cold damage, and your Resist Cold increases to 6. Your Vulnerable Fire value increases to 2.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus IV'''&lt;br /&gt;
|Cold Focus III&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal cold damage, you gain Immune Cold, and gain your Vulnerable Fire value increases to 3.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&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 Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery II'''&lt;br /&gt;
|Fundamental Recovery&lt;br /&gt;
|The amount of SP you regain increases by +1d4.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&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 Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery IV'''&lt;br /&gt;
|Fundamental Recovery III&lt;br /&gt;
|The amount of SP you regain increases again by +1d4.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus'''&lt;br /&gt;
|Incompatible: Cold Focus, Fire Focus&lt;br /&gt;
|Your spells that deal necrotic damage now ignore Resist, but you can no longer cast magic that deals radiant damage.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&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 spell after Taking a Rest, gain [[Shield]] HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&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 spell after Recouping, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&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 spell, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Divine Magic Talents===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&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;
|Divine, Magic Entry&lt;br /&gt;
|Having opened yourself to divine power, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt; If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the divine talent stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt; Gain 1 Divine Power. Each time you level up and spend your talent point on a talent in the divine talent stack, you gain +1 Divine Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Disciple&amp;lt;/u&amp;gt; Gain access to the divine talent stack. Gain two talents from the divine talent stack. (You do not gain additional SP or Divine Power from these selections.)&lt;br /&gt;
* &amp;lt;u&amp;gt;Divinity&amp;lt;/u&amp;gt; Unless otherwise noted, your magic attribute is CHA.&lt;br /&gt;
|''Divine, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Magic'''&lt;br /&gt;
|&lt;br /&gt;
|Learn one prayer, one divine ritual, and two divine spells.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ritual'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two divine rituals.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Divine Spells]]'''&lt;br /&gt;
|&lt;br /&gt;
|Learn four divine spells.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prayers'''&lt;br /&gt;
|&lt;br /&gt;
|Learn three prayers.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Theological Magic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Skill Points, which you can spend on [[skills]] with the Knowledge tag. Learn one divine ritual.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Force of Belief'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Skill Points, which you can spend on skills with the Influence tag. Learn one divine spell.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Rocovery'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Recoup) When casting an evocation spell to restore HP, it costs 1 fewer AP (min 1). &lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Rocovery II'''&lt;br /&gt;
|Quickened Recovery&lt;br /&gt;
|Quickened Recovery reduces the spell’s APC by 2 (min 1).&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spark of Life'''&lt;br /&gt;
|&lt;br /&gt;
|(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 Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Santified Wards'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Recoup) When you cast a divine spell with the warding tag, you may cast it for 1 fewer SP (min 1). &lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Ward II'''&lt;br /&gt;
|Sanctified Wards&lt;br /&gt;
|Sanctified Wards cost 2 fewer SP (min 1).&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Santified Ward III'''&lt;br /&gt;
|Sanctified Wards II&lt;br /&gt;
|Sanctified Wards also allows you to cast the spell for 1 fewer AP.&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Ward IV'''&lt;br /&gt;
|Sanctified Wards III&lt;br /&gt;
|Sanctified Wards becomes 2/Recoup.&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplicant's Reward'''&lt;br /&gt;
|&lt;br /&gt;
|You may use the Supplicant’s Reward ability 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).&lt;br /&gt;
Supplicant’s Reward. You may also magically conjure one day’s worth of rations as part of the same spell, prayer, or ritual.&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Occult Magic Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt; If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the occult talent stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Occult Power&amp;lt;/u&amp;gt; Gain 1 Occult Power. Each time you level up and spend your talent point on a talent in the occult talent stack, you gain +1 Occult Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Initiate&amp;lt;/u&amp;gt; Gain access to the occult stack. Gain two talents from the occult talent stack. (You do not gain additional SP or Occult Power from these selections.)&lt;br /&gt;
* &amp;lt;u&amp;gt;Occultism&amp;lt;/u&amp;gt; Unless otherwise noted, your magic attributeis CHA.&lt;br /&gt;
|''Occult, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Chants'''&lt;br /&gt;
|&lt;br /&gt;
|Learn three occult chants.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Magic'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two occult chants, two occult rituals, and one occult spell.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|Learn four occult rituals.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Spells'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two occult spells.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Savant'''&lt;br /&gt;
|&lt;br /&gt;
|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 Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Master'''&lt;br /&gt;
|Dark Power Savant 4x&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 Talent''&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&lt;br /&gt;
next 4 hours.&lt;br /&gt;
|''Occult Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Esoteric Ritualist'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a spell with the Ritualize tag. The first time you cast that spell as a ritual after you Take a Rest, it does not expend a use of the Ritual.&lt;br /&gt;
|''Occult Talent, 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, the next time you deal damage, add +1d10 fire damage.&lt;br /&gt;
|''Occult Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Rites'''&lt;br /&gt;
|&lt;br /&gt;
|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 [[Cleric#Apocrypha List|Divine Icon]] from the [[cleric]] stack based on the relevant god; you can use that Icon ability one time in the next 24 hours. (1/ Week)&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Magic Stacks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt; If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the primal stack, gain +5 SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Power&amp;lt;/u&amp;gt; Gain 1 Primal Power. Each time you level up and spend your talent point on a talent in the primal talent stack, you gain +1 Primal Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Warden&amp;lt;/u&amp;gt; Gain access to the primal talent stack. Gain two talents from the primal talent stack. (You do not gain additional spell points from these selections, nor do they count towards your Primal Power).&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Strength&amp;lt;/u&amp;gt; Unless otherwise noted, your magic attribute is AWR.&lt;br /&gt;
|''Primal, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Chant'''&lt;br /&gt;
|&lt;br /&gt;
|Learn four primal chants.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Invocations'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two primal invocations.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Magic'''&lt;br /&gt;
|&lt;br /&gt;
|Learn three primal chants and two primal spells.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Speels'''&lt;br /&gt;
|&lt;br /&gt;
|Learn three primal spells.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Survialist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Skill Points, which you can spend on skills with the Survival tag. Learn two primal spells.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|When Recouping, if you are in an area of unmitigated wilderness, regain a number of SP equal to your Primal Tier.&lt;br /&gt;
(1/Rest)&lt;br /&gt;
|''Primal Talent''&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 Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivated Wilds'''&lt;br /&gt;
|Prerequisite: Primal Recovery II&lt;br /&gt;
Incompatible: Everwilds Affinity&lt;br /&gt;
|You may use your Primal Recovery ability even if you are not in unmitigated wilderness. So long as you are outdoors in an area that is predominantly nature, such as a garden or park, you can still use this ability.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Everwilds Affinity'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
Incompatible: 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 Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recover III'''&lt;br /&gt;
|Primal Recovery II, Primal Power 13&lt;br /&gt;
|Primal Recovery becomes 2/Rest.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psionic Magic Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Aptitude&amp;lt;/u&amp;gt; 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;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt; If this is the first Magic Entry talent you have taken, gain 10 SP. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the psionic stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Psionic Powe&amp;lt;/u&amp;gt;r Gain 1 Psionic Power. Each time you level up and spend your talent point on a talent in the psionic talent stack, you gain +1 Psionic Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Adept&amp;lt;/u&amp;gt; Gain access to the psionic stack. Gain two talents from the psionic stack. You do not gain additional SP or Psionic Power from these selections.&lt;br /&gt;
* &amp;lt;u&amp;gt;Psion&amp;lt;/u&amp;gt; Unless otherwise noted, your magic attribute is AWR.&lt;br /&gt;
|''Psionic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clairsentent Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Clairsentience tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Telekinetic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Telekinesis&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Telepath Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Telepathy tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychokinetic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Psychokinetics tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychometabolic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Psychometabolics tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metacreative Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Metacreativity tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Psionic Spells'''&lt;br /&gt;
|&lt;br /&gt;
|You learn two new Psionic Spells.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Versatility'''&lt;br /&gt;
|Incompatible: Psionic Focus&lt;br /&gt;
|You gain another Psionic aptitude.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Focus'''&lt;br /&gt;
|Incompatible: Psionic Versatility&lt;br /&gt;
|Spells that have the tag you chose as your psionic aptitude cost 2 fewer SP (min 1, unless they are manifestations).&lt;br /&gt;
|''Psionic Talent, 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 Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Level) You can shorten the Meditation and Recovery time from Body Sculpt to 8 hours each. &lt;br /&gt;
|''Psionic Talent''&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 Talent''&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 Talent''&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 one Action Point reactively to pass instead.&lt;br /&gt;
|''Psionic Talent''&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 Talent''&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 Talent''&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 Talent''&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 Talent''&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;
|''Psioic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Mind'''&lt;br /&gt;
|&lt;br /&gt;
|Choose two psionic spells that you know with the Conjuring tag. Their Conjuring value is lowered by 1 (min 1).&lt;br /&gt;
|''Psionic, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=1369</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=1369"/>
		<updated>2023-11-29T20:04:23Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 in Chapter 3, 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&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;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|You gain the ability to Exploit&lt;br /&gt;
|''Combat''&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|Gain TA against creatures that are one or more Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|You gain +2 to hit on Exploit attacks.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Archery Stack===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your 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;
|-&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 gain any TD.&lt;br /&gt;
|''Combat, Archery''&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;
|-&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;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you roll your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Critical Stack===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReg&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&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. 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;
|-&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;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Prerequisites: 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;
|-&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 attack: DEX vs FORT. Hit: the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&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;
|-&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 an additional +1 at levels 10, 20, and 30 to a maximum of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise&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;
|}&lt;br /&gt;
&lt;br /&gt;
===Dual-Wielding Stack===&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;
|'''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;
|-&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 second attack any number of times per turn 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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|}&lt;br /&gt;
&lt;br /&gt;
===One-Handed Stack===&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;
|'''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;
|-&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.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Two-Handed Stack===&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;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
'''Rend''' When you make an attack with a two-handed melee weapon using STR, add double your STR to the damage roll, instead of only adding your STR. (END/Rest)&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&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;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|When you [[kill]] an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP. (2/Recoup)&lt;br /&gt;
|''Combat, Two-Handed Fighting''&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;
|-&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;
|-&lt;br /&gt;
|'''Hacking Blow'''&lt;br /&gt;
|Rend&lt;br /&gt;
|You may use Rend with a weapon that has the Hand-and- a-Half tag, but you must be wielding it with two hands in order to use Rend.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Stack ===&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;
|'''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, or Reach. Gain +1 to hit and +1 to damage with weapons that have both of those qualities.&lt;br /&gt;
|''Combat, Weapon''&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 hit and +1 to damage with that type of weapon.&lt;br /&gt;
|''Combat, Weapon''&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.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Command Stack===&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;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|You may make a special attack: +CHA vs WILL of a creature within 30 ft of you that is not hostile towards you. Hit: They are Charmed by you for 10 minutes. (2/Recoup)&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
|''Command, Social''&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, Social''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defense Stack===&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;
|'''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;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&lt;br /&gt;
|You gain additional HP equal to your Level. You may recalculate your 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 additional HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Level 10&lt;br /&gt;
|You gain additional HP equal to your Level. You may recalculate your 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 additional HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Level 15&lt;br /&gt;
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). You suffer no negative effects from Fatigue for the first day you are fatigued (allowing you to remove Death Points normally). This ability resets when your fatigue is removed. Additionally, each time you level up, gain +1 additional HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|Hardy&lt;br /&gt;
|You gain -2 REF, and gain HP equal to your Level. Your HP die size becomes 1d20 and you can recalculate your HP following this modified formula: 10+(Level)d20+(Level x2). However, your AR and physical defenses can never exceed 11. You must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armour Stack===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|Incompatible: Lucky Placement, Impulse, Tough&lt;br /&gt;
|If you are not wearing [[armor]], you may use your REF in place of your AR, but your AR cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&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;
|-&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;
|-&lt;br /&gt;
|'''Heavy Armor Mastery'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|Incompatible: Evasive, Tough&lt;br /&gt;
|If you are not wearing armor, you may use your ANT in place of your AR, but your AR cannot exceed 14 when you&lt;br /&gt;
do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&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;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|Incompatible: Evasive&lt;br /&gt;
|You can use your LUCK (max +4), instead of your DEX, when calculating your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|You can use your LUCK (max +8), instead of your DEX, when calculating your REF. 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;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|You can use your LUCK, instead of your DEX, when calculating your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of light armor (such as leather or gambeson). Gain the armor’s Resist bonus when wearing that type of armor.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of medium armor (such as brigandine or lamellar). Gain the armor’s Resist bonus when wearing that type of armor.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of heavy armor (chainmail or plate). Gain the armor’s Resist bonus when wearing that type of armor.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of [[shield]] (such as buckler or tower shield). Gain the shield’s Resist bonus when you have that type of shield equipped.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|Incompatible: Evasive, Impulse&lt;br /&gt;
|If you are not wearing armor, you may use your FORT in place of your AR, but your AR cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Prerequisites: Tough&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Prerequisites: Tough II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Prerequisites: Unarmored Defense&lt;br /&gt;
|You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 reactively when you are making an AWR roll or your ANT is being attacked. This bonus lasts until the beginning of your next turn. (1/Catch Breath)&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|You can use this ability once for 0 Reactive AP, and indefinitely by spending 2 Reactive AP. Your free use of this ability recharges when you Catch your Breath.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|You have three free uses of Unarmored Awareness, which you regain when you Catch your Breath. Subsequent uses of Unarmored Awareness cost only 1 AP.&lt;br /&gt;
|''Defense, Armor''&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;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Maneuvers Stack===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 AR against ranged attacks, and when a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space. You can only move in this way once on each round (regaining the ability at the start of each of your turns).&lt;br /&gt;
|''Defense, Defensive Maneuvers''&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;
|-&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;
|-&lt;br /&gt;
|'''[[Human]] Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and your Physical Defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Stack===&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;
|'''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 gains TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Specialization'''&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.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler'''&lt;br /&gt;
|Shield Fighting, Buckler Strap&lt;br /&gt;
|You can use a two-handed 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;
|-&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 Brace ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Brace&amp;lt;/u&amp;gt; Spend 1AP to raise your shield, gaining +3 to physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|''Defense, Shield''&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;
|-&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;
|-&lt;br /&gt;
|'''Medium Shield Training II'''&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|You gain an additional +1 to your AR while wielding a kite or heater shield. &lt;br /&gt;
(1/Catch Breath) The first time you use your Brace ability after rolling [[Initiative]], it does not cost AP. &lt;br /&gt;
|''Defense, Shield''&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 physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training IV'''&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If you are missed with an attack against your REF while you have Brace active and are wielding a kite or heater shield, you take no damage, if you would otherwise take half damage. You can use your Brace ability for 0 AP 2/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training V'''&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Brace ability instead grants +4 to your Physical Defenses until the beginning of your next turn. You can use your Brace ability for 0 AP 3/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&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 Brace 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;
|-&lt;br /&gt;
|'''Shield Siblings'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature with 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;
|-&lt;br /&gt;
|'''Shield Wall'''&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature with this Talent and you are both wielding Tower Shields, you gain the following benefits.&lt;br /&gt;
Whenever both shields are braced and one of you moves 5 ft, the other may move 5 ft as well without expending AP. If you are moving into a space that another creature occupies, you may make a special attack: STR vs FORT, adding your Shield Siblings AR bonus to your attack roll. Hit: That creature is pushed back 5 ft.&lt;br /&gt;
Neither you nor your Shield Sibling can be moved against your will while both shields are braced.&lt;br /&gt;
|''Defenses, Shield, Synergy''&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 make a Shield Bash reactive attack for 1 AP, automatically hitting for 1d4 + STR damage.&lt;br /&gt;
|''Defense, Shield''&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.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization II'''&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|You may spend 1 AP to move 5 ft once on your turn when your tower shield is Set.&lt;br /&gt;
|''Defense, Shield''&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 Cover 2, and when you move 5 ft, that creature can move with you without expending AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization IV'''&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The cover granted to creatures directly behind you increases to Cover 3 and they are considered concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Cover 1.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Mastery'''&lt;br /&gt;
|Tower Shield Specialization IV&lt;br /&gt;
|The cover granted to creatures in squares directly or diagonally behind you and within 10 ft gain Cover 2. You may now wield a tower shield with only one arm, however when you make a melee attack, you only gain Cover 3 instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|}&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Companion'''&lt;br /&gt;
|&lt;br /&gt;
|You gain a small, mundane animal companion, such as a songbird or hamster. This monster 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;
|-&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 gold. 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 hit with this weapon at levels 1, 10, 20, and 30.&lt;br /&gt;
|''Misc Specialization''&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect'''&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|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 complete 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 Initiative, and by spending 1 AP when you are in Initiative.&lt;br /&gt;
If you know more than 2 Aspects, you can choose which 2 are available to switch between upon Taking a Rest. If you have Transferred an Aspect to an ally, it is unavailable to you.&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 2, 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 Initiative.&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 Initiative.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|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. (1/Rest)&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 Aspects===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TalentName&lt;br /&gt;
!Talent Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: A’rl’ng'''&lt;br /&gt;
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn.&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 a +2 bonus on rolls 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 6 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 Survival and Observation checks 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;
|1 AP: You can leap 10ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Stoll'''&lt;br /&gt;
|(1/Catch Breath) Commune with the body of a deceased, 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. &lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Tamat'''&lt;br /&gt;
|Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Vele'''&lt;br /&gt;
|(1/Catch Breath) 1 AP: Creatures within 5ft of you gain Shield HP equal to your Character Level. While they have this Shield HP, attacks against them have TD. &lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Woden'''&lt;br /&gt;
|Gain +6 to Water Vehicle and Navigation checks.&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&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobat'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any [[skills]] with the Acrobatics tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Expert'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill. Each time you Take a Rest, you can craft a potion or a vial of caustic flame. Either option loses its potency after 24 hours.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Potion&amp;lt;/u&amp;gt; When a creature drinks this potion, it regains 1d4 HP.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Flame Vial&amp;lt;/u&amp;gt; A creature can throw this vial as an improvised thrown weapon. If it hits, the target creature gains the Burning (1d4) condition.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''A Little Bit Of Soul'''&lt;br /&gt;
|&lt;br /&gt;
|You gain 6 Skill Points you can assign to any skills with the INT tag. Additionally, when making a check with a skill that has the Crafting or Knowledge tag, and that is a skill you have skill points for, you may use your CHA instead of your INT for your Skill Check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Whisperer'''&lt;br /&gt;
|&lt;br /&gt;
|(1/ Rest) Gain +3 in the Animal Handling skill. You gain the ability to calm agitated animals. By spending 3 AP, you may choose one Beast within 20 ft of you. Make an Animal Handling check against the creature’s WILL. If you succeed, then you Charm the creature 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;
|-&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;
|-&lt;br /&gt;
|'''Arcanist Understudy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Arcana skill. You learn one [[arcane]] cantrip of your choice. INT is your magic attribute for this cantrip. If you already know [[Arcane Magic|arcane magic]] through a different talent, use that magic attribute&lt;br /&gt;
instead.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Artist Aspirant'''&lt;br /&gt;
|Incompatible: [[Entertainer]] (Artist) background&lt;br /&gt;
|Gain +3 in the Art skill. 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;
|-&lt;br /&gt;
|'''Artistic Apprentice'''&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain the entry level 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;
|-&lt;br /&gt;
|'''Astrologer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Astrology skill. When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, when you roll a d20, you may choose to replace it with the number that you wrote down. Once you use this ability, you cannot use it again until you next Take a Rest.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Astronomer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Astronomy skill. If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography&lt;br /&gt;
or Navigating skills).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Athlete'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Athleticism tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aware'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the AWR attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Balanced'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Balancing skill. When a creature attempts to knock you prone, instead of using your defense against that particular effect, you may&lt;br /&gt;
choose to roll a DEX (Balancing) skill 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;
|-&lt;br /&gt;
|'''Biologist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Biology skill. 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;
|-&lt;br /&gt;
|'''Brewer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Brewing skill. 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;
|-&lt;br /&gt;
|'''Brewing Expert'''&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 in the Brewing skill. You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''By Feel, Not Measure'''&lt;br /&gt;
|&lt;br /&gt;
|You gain 6 Skill Points you can assign to 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;
|-&lt;br /&gt;
|'''Calligrapher'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Calligraphy skill. 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;
|-&lt;br /&gt;
|'''Careful Appraiser'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Appraising skill. 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;
|-&lt;br /&gt;
|'''Carpenter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Carpentry skill. If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by 5. You&lt;br /&gt;
cannot do this to an area larger than 20 square ft.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cartographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Cartography skill. 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;
|-&lt;br /&gt;
|'''Charismatic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the CHA attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Chef'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Cooking skill. Your artistic sense of [[how to]] mingle flavors allows you to improve any food and drink. When a creature consumes&lt;br /&gt;
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;
|-&lt;br /&gt;
|'''Chemist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Chemistry skill. Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink.&lt;br /&gt;
When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry skill check against that creature’s FORT. If you hit, they become Sickened for 1 hour. Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Climber'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Athletics skill. You may give yourself a Climbing speed equal to your walking speed for 1 minute. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Cobbling skill. Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains a&lt;br /&gt;
+3 bonus to the Forced March skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbling Master'''&lt;br /&gt;
|Cobbler&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 a +3 bonus to the Forced March skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Contortionist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Contorting skill. Moving through spaces that would require you to Squeeze costs no additional movement.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Crafting tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dancer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Dancing skill. Your REF increases by +1.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deckhand'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Vehicles (Water) skill. 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;
|-&lt;br /&gt;
|'''Dextrous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the DEX attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disguise Artist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Disguising skill. You no longer need a disguise kit to make a Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distance Runner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Distance Running skill. You can run a number of miles equal to your END x 2 (min. 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Double Time'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Forced March skill. When marching at a normal pace, you can travel 150% the previous distance before needing to make Fatigue rolls.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Driver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Vehicles (Land) skill. 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. Difficult terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dungeoneer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Dungeoneering skill. Your ANT increases by +1.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eavesdropper'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Eavesdropping skill. When you make an Eavesdropping check, you may roll 2d20 and use the higher.&lt;br /&gt;
|''Categorization: Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Economist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Economics skill. 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 sp weekly while in a settled area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empathetic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Empathy skill. Once 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. If you succeed, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|''Categorization: Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enduring'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the END attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Engineer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Engineering skill. You can consult on building repairs to earn 10 sp per week while in an urban area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer Aspirant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Entertaining skill. When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer'''&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain the entry level of the Entertainer Profession. You must choose the Performer track instead of the Artist track. This replaces your Entertainer Aspirant Talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evader'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) Gain +3 in the Evading skill. 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;
|-&lt;br /&gt;
|'''Forager'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Foraging skill. 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&lt;br /&gt;
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;
|-&lt;br /&gt;
|'''Forceful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Applied Force skill. When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make an Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgery'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Forging skill. If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sp you spend, add +1 to your Forging check. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fortuitous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Fortuity skill. When making a Fortuity skill check, your crit range increases by 3 (e.g., from 20 to 17-20). You must still observe the maximum crit range of 16-20.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Geographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Geography skill. 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;
|-&lt;br /&gt;
|'''Glassblower'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Glass Blowing skill. 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 a flute on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate. You can only make such an item 1/Week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gossiper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Gossipping skill. You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossipping check against a&lt;br /&gt;
DC equal to 15 + that creature’s CHA. If you hit, they lose 1 goodwill. You can only do this 1/Rest, and can only target the same creature 1/Week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Historian'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the History skill. After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is&lt;br /&gt;
magically modified.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Influencer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Influence tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intelligent'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the INT attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidator'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Intimidating skill. 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. If you succeed, then you know exactly how to get under their skin. Roll 2d20 and use the higher when you make your Intimidating roll. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuitive'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Intuiting skill. Your intuition extends beyond living people to intellectual fields as well. When you would make an INT roll, you can add your Intuiting bonus. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Investigator'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Investigating skill. When making an Investigating check, you can add your Fortuity on top of your Investigating. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jack Of All Trades'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Savoir Faire skill. You can present yourself to another character as though you have 1 professional rank in any occupation of your choice. This deception is nonmagical and lasts for 1 hour. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeweler'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Jeweling skill. You can produce a work of semi precious jewelry provided that you have some form of mineral. Make a Jeweling roll. You can sell your jewelry for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jewelry Expert'''&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|(1/Month) Gain +3 in the Jeweling skill. You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling roll. You can sell your jewelry for that many dc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledgeable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Knowledge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lawyer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Law skill. 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 community goodwill by +1 at the end of each month.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Leadership skill. 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;
|-&lt;br /&gt;
|'''Lean-To'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sheltering skill. 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 a +2 bonus on END checks made to resist extreme weather.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leatherworker'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week)  +3 in the Leatherworking skill. You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking roll. You can sell your goods for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lockpicker'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Lockpicking skill. 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;
|-&lt;br /&gt;
|'''Lucky'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Luck tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mason'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Masonry skill. You can produce a nice stone good provided that you have some form of stone to work with. Make a Masonry roll. You can sell your goods for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Medic'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Medicine skill. When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Menace'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Menacing skill. When you menace someone, you may first display your strength to show that you mean business. Make a STR/ Applied Force check vs the creature’s WILL. If you hit, then you can roll 2d20 for your Menacing check, keeping the higher. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Musician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Instrument [your choice] skill. When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturalist'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Nature skill. 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;
|-&lt;br /&gt;
|'''Navigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Navigating skill. 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;
|-&lt;br /&gt;
|'''Observant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Observation tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Officer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Military skill. You know how to speak with military officials. You can request an audience with any military officer who has professional ranks in the militant occupation and they will meet with you within 24 hours of your request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Painter'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Painting skill. You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting roll. You can sell your goods for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Perceptive'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Perceiving skill. 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;
|-&lt;br /&gt;
|'''Performer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Performance tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Persuasive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Persuading skill. 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. (1/Rest)&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pickpocket'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sleight of Hand skill. When you have an item with the light tag on your person, you can give it the concealable tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Politician'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Politics skill. 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;
|-&lt;br /&gt;
|'''Potter'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week)  +3 in the Pottery skill. You can produce some pottery provided that you have some form of clay to work with. Make a Pottery roll. You can sell your goods for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Powerlifter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Athletics skill. You can carry two additional Unwieldy items without being encumbered.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Practice Makes Perfect'''&lt;br /&gt;
|&lt;br /&gt;
|You gain 6 Skill Points you can assign to 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;
|-&lt;br /&gt;
|'''Religious'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Religion skill, choosing which religion. 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;
|-&lt;br /&gt;
|'''Scavenger'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Scavenging skill. 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;
|-&lt;br /&gt;
|'''Smith'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Smithing skill. You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon&lt;br /&gt;
or armor are still available, you can completely restore a weapon or armor set.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sneak'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Sneaking skill. 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;
|-&lt;br /&gt;
|'''Sprinter'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Sprinting skill. When you roll initiative, you can give yourself +5 ft speed when you spend AP to move. This lasts for the duration of the fight. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Stamina tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Strong'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the STR attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Subverter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Subterfuge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Survival tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swimmer'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest)  +3 in the Athletics skill. You may give yourself a Swimming speed equal to your walking speed for 1 minute. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracker'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Tracking skill. When you fail a Tracking skill check, you may count it as the lowest tier of successful. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tumbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Tumbling skill. 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;
|-&lt;br /&gt;
|'''Weaver'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Weaving skill. You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving roll. You can sell your goods for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whittler'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Woodcarving skill. You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving roll. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=1368</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=1368"/>
		<updated>2023-11-29T20:02:34Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 in Chapter 3, 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&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;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|You gain the ability to Exploit&lt;br /&gt;
|''Combat''&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|Gain TA against creatures that are one or more Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|You gain +2 to hit on Exploit attacks.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Archery Stack===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your 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;
|-&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 gain any TD.&lt;br /&gt;
|''Combat, Archery''&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;
|-&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;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you roll your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Critical Stack===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReg&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&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. 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;
|-&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;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Prerequisites: 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;
|-&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 attack: DEX vs FORT. Hit: the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&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;
|-&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 an additional +1 at levels 10, 20, and 30 to a maximum of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise&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;
|}&lt;br /&gt;
&lt;br /&gt;
===Dual-Wielding Stack===&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;
|'''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;
|-&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 second attack any number of times per turn 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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|}&lt;br /&gt;
&lt;br /&gt;
===One-Handed Stack===&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;
|'''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;
|-&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.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Two-Handed Stack===&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;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
'''Rend''' When you make an attack with a two-handed melee weapon using STR, add double your STR to the damage roll, instead of only adding your STR. (END/Rest)&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&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;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|When you [[kill]] an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP. (2/Recoup)&lt;br /&gt;
|''Combat, Two-Handed Fighting''&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;
|-&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;
|-&lt;br /&gt;
|'''Hacking Blow'''&lt;br /&gt;
|Rend&lt;br /&gt;
|You may use Rend with a weapon that has the Hand-and- a-Half tag, but you must be wielding it with two hands in order to use Rend.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Stack ===&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;
|'''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, or Reach. Gain +1 to hit and +1 to damage with weapons that have both of those qualities.&lt;br /&gt;
|''Combat, Weapon''&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 hit and +1 to damage with that type of weapon.&lt;br /&gt;
|''Combat, Weapon''&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.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Command Stack===&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;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|You may make a special attack: +CHA vs WILL of a creature within 30 ft of you that is not hostile towards you. Hit: They are Charmed by you for 10 minutes. (2/Recoup)&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
|''Command, Social''&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, Social''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defense Stack===&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;
|'''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;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&lt;br /&gt;
|You gain additional HP equal to your Level. You may recalculate your 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 additional HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Level 10&lt;br /&gt;
|You gain additional HP equal to your Level. You may recalculate your 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 additional HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Level 15&lt;br /&gt;
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). You suffer no negative effects from Fatigue for the first day you are fatigued (allowing you to remove Death Points normally). This ability resets when your fatigue is removed. Additionally, each time you level up, gain +1 additional HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|Hardy&lt;br /&gt;
|You gain -2 REF, and gain HP equal to your Level. Your HP die size becomes 1d20 and you can recalculate your HP following this modified formula: 10+(Level)d20+(Level x2). However, your AR and physical defenses can never exceed 11. You must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armour Stack===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|Incompatible: Lucky Placement, Impulse, Tough&lt;br /&gt;
|If you are not wearing [[armor]], you may use your REF in place of your AR, but your AR cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&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;
|-&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;
|-&lt;br /&gt;
|'''Heavy Armor Mastery'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|Incompatible: Evasive, Tough&lt;br /&gt;
|If you are not wearing armor, you may use your ANT in place of your AR, but your AR cannot exceed 14 when you&lt;br /&gt;
do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&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;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|Incompatible: Evasive&lt;br /&gt;
|You can use your LUCK (max +4), instead of your DEX, when calculating your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|You can use your LUCK (max +8), instead of your DEX, when calculating your REF. 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;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|You can use your LUCK, instead of your DEX, when calculating your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of light armor (such as leather or gambeson). Gain the armor’s Resist bonus when wearing that type of armor.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of medium armor (such as brigandine or lamellar). Gain the armor’s Resist bonus when wearing that type of armor.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of heavy armor (chainmail or plate). Gain the armor’s Resist bonus when wearing that type of armor.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of [[shield]] (such as buckler or tower shield). Gain the shield’s Resist bonus when you have that type of shield equipped.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|Incompatible: Evasive, Impulse&lt;br /&gt;
|If you are not wearing armor, you may use your FORT in place of your AR, but your AR cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Prerequisites: Tough&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Prerequisites: Tough II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Prerequisites: Unarmored Defense&lt;br /&gt;
|You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 reactively when you are making an AWR roll or your ANT is being attacked. This bonus lasts until the beginning of your next turn. (1/Catch Breath)&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|You can use this ability once for 0 Reactive AP, and indefinitely by spending 2 Reactive AP. Your free use of this ability recharges when you Catch your Breath.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|You have three free uses of Unarmored Awareness, which you regain when you Catch your Breath. Subsequent uses of Unarmored Awareness cost only 1 AP.&lt;br /&gt;
|''Defense, Armor''&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;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Maneuvers Stack===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 AR against ranged attacks, and when a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space. You can only move in this way once on each round (regaining the ability at the start of each of your turns).&lt;br /&gt;
|''Defense, Defensive Maneuvers''&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;
|-&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;
|-&lt;br /&gt;
|'''[[Human]] Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and your Physical Defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Stack===&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;
|'''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 gains TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler Specialization'''&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.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Buckler'''&lt;br /&gt;
|Shield Fighting, Buckler Strap&lt;br /&gt;
|You can use a two-handed 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;
|-&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 Brace ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Brace&amp;lt;/u&amp;gt; Spend 1AP to raise your shield, gaining +3 to physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|''Defense, Shield''&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;
|-&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;
|-&lt;br /&gt;
|'''Medium Shield Training II'''&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|You gain an additional +1 to your AR while wielding a kite or heater shield. &lt;br /&gt;
(1/Catch Breath) The first time you use your Brace ability after rolling [[Initiative]], it does not cost AP. &lt;br /&gt;
|''Defense, Shield''&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 physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training IV'''&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If you are missed with an attack against your REF while you have Brace active and are wielding a kite or heater shield, you take no damage, if you would otherwise take half damage. You can use your Brace ability for 0 AP 2/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Medium Shield Training V'''&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Brace ability instead grants +4 to your Physical Defenses until the beginning of your next turn. You can use your Brace ability for 0 AP 3/Catch Breath.&lt;br /&gt;
|''Defense, Shield''&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 Brace 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;
|-&lt;br /&gt;
|'''Shield Siblings'''&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature with 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;
|-&lt;br /&gt;
|'''Shield Wall'''&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature with this Talent and you are both wielding Tower Shields, you gain the following benefits.&lt;br /&gt;
Whenever both shields are braced and one of you moves 5 ft, the other may move 5 ft as well without expending AP. If you are moving into a space that another creature occupies, you may make a special attack: STR vs FORT, adding your Shield Siblings AR bonus to your attack roll. Hit: That creature is pushed back 5 ft.&lt;br /&gt;
Neither you nor your Shield Sibling can be moved against your will while both shields are braced.&lt;br /&gt;
|''Defenses, Shield, Synergy''&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 make a Shield Bash reactive attack for 1 AP, automatically hitting for 1d4 + STR damage.&lt;br /&gt;
|''Defense, Shield''&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.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization II'''&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|You may spend 1 AP to move 5 ft once on your turn when your tower shield is Set.&lt;br /&gt;
|''Defense, Shield''&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 Cover 2, and when you move 5 ft, that creature can move with you without expending AP.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Specialization IV'''&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The cover granted to creatures directly behind you increases to Cover 3 and they are considered concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Cover 1.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Shield Mastery'''&lt;br /&gt;
|Tower Shield Specialization IV&lt;br /&gt;
|The cover granted to creatures in squares directly or diagonally behind you and within 10 ft gain Cover 2. You may now wield a tower shield with only one arm, however when you make a melee attack, you only gain Cover 3 instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|''Defense, Shield''&lt;br /&gt;
|}&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Companion'''&lt;br /&gt;
|&lt;br /&gt;
|You gain a small, mundane animal companion, such as a songbird or hamster. This monster 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;
|-&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 gold. 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 hit with this weapon at levels 1, 10, 20, and 30.&lt;br /&gt;
|''Misc Specialization''&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect'''&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|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 complete 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 Initiative, and by spending 1 AP when you are in Initiative.&lt;br /&gt;
If you know more than 2 Aspects, you can choose which 2 are available to switch between upon Taking a Rest. If you have Transferred an Aspect to an ally, it is unavailable to you.&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 2, 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 Initiative.&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 Initiative.&lt;br /&gt;
|''Primal Aspect''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Aspect Transference'''&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|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. (1/Rest)&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 Aspects'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TalentName&lt;br /&gt;
!Talent Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: A’rl’ng'''&lt;br /&gt;
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn.&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 a +2 bonus on rolls 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 6 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 Survival and Observation checks 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;
|1 AP: You can leap 10ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Stoll'''&lt;br /&gt;
|(1/Catch Breath) Commune with the body of a deceased, 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. &lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Tamat'''&lt;br /&gt;
|Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Vele'''&lt;br /&gt;
|(1/Catch Breath) 1 AP: Creatures within 5ft of you gain Shield HP equal to your Character Level. While they have this Shield HP, attacks against them have TD. &lt;br /&gt;
|-&lt;br /&gt;
|'''Aspect: Woden'''&lt;br /&gt;
|Gain +6 to Water Vehicle and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''SKILL STACK'''&lt;br /&gt;
&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&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Acrobat'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any [[skills]] with the Acrobatics tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Expert'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill. Each time you Take a Rest, you can craft a potion or a vial of caustic flame. Either option loses its potency after 24 hours.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Potion&amp;lt;/u&amp;gt; When a creature drinks this potion, it regains 1d4 HP.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Flame Vial&amp;lt;/u&amp;gt; A creature can throw this vial as an improvised thrown weapon. If it hits, the target creature gains the Burning (1d4) condition.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''A Little Bit Of Soul'''&lt;br /&gt;
|&lt;br /&gt;
|You gain 6 Skill Points you can assign to any skills with the INT tag. Additionally, when making a check with a skill that has the Crafting or Knowledge tag, and that is a skill you have skill points for, you may use your CHA instead of your INT for your Skill Check.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Whisperer'''&lt;br /&gt;
|&lt;br /&gt;
|(1/ Rest) Gain +3 in the Animal Handling skill. You gain the ability to calm agitated animals. By spending 3 AP, you may choose one Beast within 20 ft of you. Make an Animal Handling check against the creature’s WILL. If you succeed, then you Charm the creature 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;
|-&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;
|-&lt;br /&gt;
|'''Arcanist Understudy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Arcana skill. You learn one [[arcane]] cantrip of your choice. INT is your magic attribute for this cantrip. If you already know [[Arcane Magic|arcane magic]] through a different talent, use that magic attribute&lt;br /&gt;
instead.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Artist Aspirant'''&lt;br /&gt;
|Incompatible: [[Entertainer]] (Artist) background&lt;br /&gt;
|Gain +3 in the Art skill. 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;
|-&lt;br /&gt;
|'''Artistic Apprentice'''&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain the entry level 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;
|-&lt;br /&gt;
|'''Astrologer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Astrology skill. When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, when you roll a d20, you may choose to replace it with the number that you wrote down. Once you use this ability, you cannot use it again until you next Take a Rest.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Astronomer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Astronomy skill. If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography&lt;br /&gt;
or Navigating skills).&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Athlete'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Athleticism tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aware'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the AWR attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Balanced'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Balancing skill. When a creature attempts to knock you prone, instead of using your defense against that particular effect, you may&lt;br /&gt;
choose to roll a DEX (Balancing) skill 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;
|-&lt;br /&gt;
|'''Biologist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Biology skill. 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;
|-&lt;br /&gt;
|'''Brewer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Brewing skill. 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;
|-&lt;br /&gt;
|'''Brewing Expert'''&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 in the Brewing skill. You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''By Feel, Not Measure'''&lt;br /&gt;
|&lt;br /&gt;
|You gain 6 Skill Points you can assign to 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;
|-&lt;br /&gt;
|'''Calligrapher'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Calligraphy skill. 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;
|-&lt;br /&gt;
|'''Careful Appraiser'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Appraising skill. 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;
|-&lt;br /&gt;
|'''Carpenter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Carpentry skill. If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by 5. You&lt;br /&gt;
cannot do this to an area larger than 20 square ft.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cartographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Cartography skill. 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;
|-&lt;br /&gt;
|'''Charismatic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the CHA attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Chef'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Cooking skill. Your artistic sense of [[how to]] mingle flavors allows you to improve any food and drink. When a creature consumes&lt;br /&gt;
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;
|-&lt;br /&gt;
|'''Chemist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Chemistry skill. Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink.&lt;br /&gt;
When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry skill check against that creature’s FORT. If you hit, they become Sickened for 1 hour. Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Climber'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Athletics skill. You may give yourself a Climbing speed equal to your walking speed for 1 minute. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Cobbling skill. Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains a&lt;br /&gt;
+3 bonus to the Forced March skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cobbling Master'''&lt;br /&gt;
|Cobbler&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 a +3 bonus to the Forced March skill.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Contortionist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Contorting skill. Moving through spaces that would require you to Squeeze costs no additional movement.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Crafting tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dancer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Dancing skill. Your REF increases by +1.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deckhand'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Vehicles (Water) skill. 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;
|-&lt;br /&gt;
|'''Dextrous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the DEX attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disguise Artist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Disguising skill. You no longer need a disguise kit to make a Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distance Runner'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Distance Running skill. You can run a number of miles equal to your END x 2 (min. 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Double Time'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Forced March skill. When marching at a normal pace, you can travel 150% the previous distance before needing to make Fatigue rolls.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Driver'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Vehicles (Land) skill. 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. Difficult terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dungeoneer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Dungeoneering skill. Your ANT increases by +1.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eavesdropper'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Eavesdropping skill. When you make an Eavesdropping check, you may roll 2d20 and use the higher.&lt;br /&gt;
|''Categorization: Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Economist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Economics skill. 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 sp weekly while in a settled area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empathetic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Empathy skill. Once 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. If you succeed, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|''Categorization: Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enduring'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the END attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Engineer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Engineering skill. You can consult on building repairs to earn 10 sp per week while in an urban area.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer Aspirant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Entertaining skill. When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Entertainer'''&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain the entry level of the Entertainer Profession. You must choose the Performer track instead of the Artist track. This replaces your Entertainer Aspirant Talent.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evader'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) Gain +3 in the Evading skill. 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;
|-&lt;br /&gt;
|'''Forager'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Foraging skill. 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&lt;br /&gt;
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;
|-&lt;br /&gt;
|'''Forceful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Applied Force skill. When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make an Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgery'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Forging skill. If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sp you spend, add +1 to your Forging check. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fortuitous'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Fortuity skill. When making a Fortuity skill check, your crit range increases by 3 (e.g., from 20 to 17-20). You must still observe the maximum crit range of 16-20.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Geographer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Geography skill. 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;
|-&lt;br /&gt;
|'''Glassblower'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Glass Blowing skill. 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 a flute on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate. You can only make such an item 1/Week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gossiper'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Gossipping skill. You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossipping check against a&lt;br /&gt;
DC equal to 15 + that creature’s CHA. If you hit, they lose 1 goodwill. You can only do this 1/Rest, and can only target the same creature 1/Week.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Historian'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the History skill. After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is&lt;br /&gt;
magically modified.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Influencer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Influence tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intelligent'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the INT attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidator'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Intimidating skill. 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. If you succeed, then you know exactly how to get under their skin. Roll 2d20 and use the higher when you make your Intimidating roll. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intuitive'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Intuiting skill. Your intuition extends beyond living people to intellectual fields as well. When you would make an INT roll, you can add your Intuiting bonus. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Investigator'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Investigating skill. When making an Investigating check, you can add your Fortuity on top of your Investigating. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jack Of All Trades'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Savoir Faire skill. You can present yourself to another character as though you have 1 professional rank in any occupation of your choice. This deception is nonmagical and lasts for 1 hour. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeweler'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Jeweling skill. You can produce a work of semi precious jewelry provided that you have some form of mineral. Make a Jeweling roll. You can sell your jewelry for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jewelry Expert'''&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|(1/Month) Gain +3 in the Jeweling skill. You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling roll. You can sell your jewelry for that many dc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledgeable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Knowledge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lawyer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Law skill. 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 community goodwill by +1 at the end of each month.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leader'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Leadership skill. 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;
|-&lt;br /&gt;
|'''Lean-To'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sheltering skill. 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 a +2 bonus on END checks made to resist extreme weather.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leatherworker'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week)  +3 in the Leatherworking skill. You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking roll. You can sell your goods for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lockpicker'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Lockpicking skill. 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;
|-&lt;br /&gt;
|'''Lucky'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Luck tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mason'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Masonry skill. You can produce a nice stone good provided that you have some form of stone to work with. Make a Masonry roll. You can sell your goods for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Medic'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Medicine skill. When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Menace'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Menacing skill. When you menace someone, you may first display your strength to show that you mean business. Make a STR/ Applied Force check vs the creature’s WILL. If you hit, then you can roll 2d20 for your Menacing check, keeping the higher. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Musician'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Instrument [your choice] skill. When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Naturalist'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Nature skill. 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;
|-&lt;br /&gt;
|'''Navigator'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Navigating skill. 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;
|-&lt;br /&gt;
|'''Observant'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Observation tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Officer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Military skill. You know how to speak with military officials. You can request an audience with any military officer who has professional ranks in the militant occupation and they will meet with you within 24 hours of your request.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Painter'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Painting skill. You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting roll. You can sell your goods for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Perceptive'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Perceiving skill. 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;
|-&lt;br /&gt;
|'''Performer'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Performance tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Persuasive'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Persuading skill. 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. (1/Rest)&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pickpocket'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sleight of Hand skill. When you have an item with the light tag on your person, you can give it the concealable tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Politician'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Politics skill. 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;
|-&lt;br /&gt;
|'''Potter'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week)  +3 in the Pottery skill. You can produce some pottery provided that you have some form of clay to work with. Make a Pottery roll. You can sell your goods for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Powerlifter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Athletics skill. You can carry two additional Unwieldy items without being encumbered.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Practice Makes Perfect'''&lt;br /&gt;
|&lt;br /&gt;
|You gain 6 Skill Points you can assign to 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;
|-&lt;br /&gt;
|'''Religious'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Religion skill, choosing which religion. 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;
|-&lt;br /&gt;
|'''Scavenger'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Scavenging skill. 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;
|-&lt;br /&gt;
|'''Smith'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Smithing skill. You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon&lt;br /&gt;
or armor are still available, you can completely restore a weapon or armor set.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sneak'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Sneaking skill. 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;
|-&lt;br /&gt;
|'''Sprinter'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Sprinting skill. When you roll initiative, you can give yourself +5 ft speed when you spend AP to move. This lasts for the duration of the fight. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Stamina tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Strong'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the STR attribute.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Subverter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Subterfuge tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivalist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Survival tag.&lt;br /&gt;
|''Skill Specialization, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swimmer'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest)  +3 in the Athletics skill. You may give yourself a Swimming speed equal to your walking speed for 1 minute. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracker'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) Gain +3 in the Tracking skill. When you fail a Tracking skill check, you may count it as the lowest tier of successful. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tumbler'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Tumbling skill. 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;
|-&lt;br /&gt;
|'''Weaver'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Weaving skill. You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving roll. You can sell your goods for that many sc. &lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whittler'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) Gain +3 in the Woodcarving skill. You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving roll. You can sell your goods for that many sc.&lt;br /&gt;
|''Skill Specialization''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=1367</id>
		<title>Vessel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=1367"/>
		<updated>2023-11-29T19:47:51Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve 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;
Being a vessel is a dangerous affair. You are constantly stealing traces of power from tremendous, unfathomable&lt;br /&gt;
planar entities. In so doing, 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? 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?&lt;br /&gt;
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&lt;br /&gt;
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;
Or, maybe you steal from the gods just because you like it. &lt;br /&gt;
&lt;br /&gt;
===Vessel Stacks===&lt;br /&gt;
'''Antiessence''' You can channel your corrupted Essence into a scouring aura that damages and weakens your foes.&lt;br /&gt;
&lt;br /&gt;
'''Planar Thievery''' By stealing energy from spells and planar creatures around you, you can enhance your own powers.&lt;br /&gt;
&lt;br /&gt;
'''Soul Graft''' You can 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;
'''[[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;
After gaining the Vessel Entry talent, you can take talents from any of the vessel stacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vessel Entry'''&lt;br /&gt;
|Prerequisite: Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt; (2/Rest) Choose one Divine Icon from the [[Cleric]] stack. Gain one of that Icon’s abilities. Surge of Vitality. If Bloodied, you may spend 2 AP to regain 1d4+CHA HP. &lt;br /&gt;
* &amp;lt;u&amp;gt;Initiate&amp;lt;/u&amp;gt; Gain the Initiate of the [[Occult]] talent if you did not already have it. CHA is your magic attribute. 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;
* &amp;lt;u&amp;gt;Soul Sacrifice&amp;lt;/u&amp;gt; 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 Stack ====&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;
|'''Antiessence Aura'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|(END/Rest)  By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. You may activate your Antiessence Aura by spending 3 AP on your turn. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP). Your Aura’s radius is 10 ft. Your Antiessence Aura imposes TD on 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]] (this choice is permanent): cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic. When you activate your Aura, you may use your Aura of Vulnerability power.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura of Vulnerability&amp;lt;/u&amp;gt; take 1d6 damage of the type you chose. Your Antiessence Aura imposes Vulnerable 1 on the type of damage that you chose from taking this Talent. 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. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura Avoidance&amp;lt;/u&amp;gt; END roll against your magic attribute +10. If a creature fails the roll, it takes 1d4 damage of the type you chose in Vulnerability.&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. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura Avoidance&amp;lt;/u&amp;gt; END roll against your magic attribute+10. If a creature fails the roll, it is Shaken until the start of its next turn.&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;
|When 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;
|Choose another type of Elemental or Energy damage (this choice is permanent). Your Antiessence Aura imposes Vulnerable 1 all types of damage that you chose from taking the Vulnerability or Vulnerability II talents.&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;
* &amp;lt;u&amp;gt;Terrorize&amp;lt;/u&amp;gt; (2/Recoup) You may 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 reactively activate your Aura for 0 AP. If the creature that Bloodied you is in the radius of the 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;
|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 equal to or less than 1⁄2 your END take the damage too.&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;
|Prerequisites: Vitriol III or Trepidation III; Extend II&lt;br /&gt;
|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 Break Will.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Break Will&amp;lt;/u&amp;gt; You may spend 3 AP to make a magic attack vs the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn. (1/Rest)&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; Antiessence 14&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;
* &amp;lt;u&amp;gt;Antiessence Rupture&amp;lt;/u&amp;gt; (1/Rest) The area currently in the Aura is hazardous terrain (1d4 Necrotic, 1d4 Fire) 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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Your Antiessence Aura becomes an at will ability with no recharge.&lt;br /&gt;
|''Vessel, Antiessence, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Planar Thievery Track ====&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;
|'''Cancel Spell'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|(2/Rest) You can use the Cancel Spell ability. This ability counts as an Occult spell for the purpose of any abilities that interact with or reference spells.&lt;br /&gt;
&lt;br /&gt;
* Cancel Spell&lt;br /&gt;
** ''Occult, Spell, Warding''&lt;br /&gt;
** APC: 2 Reactive AP, which you spend when another creature within range casts a spell&lt;br /&gt;
** Range: 60 ft&lt;br /&gt;
** Requires: Visual, LoE&lt;br /&gt;
** Duration: Instantaneous&lt;br /&gt;
** Make a magic attack roll; the caster who triggered this spell does the same. If they are Divine or [[Arcane]], you add +2. If they are [[Primal]] or [[Psionic]], they add +2. 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;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft'''&lt;br /&gt;
|Cancel Spell&lt;br /&gt;
|Gain Energy Theft.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Energy Theft&amp;lt;/u&amp;gt; After you use Cancel Spell, you deal +1d4 Psychic damage on your first spell or chant attack each turn, if that spell or chant already deals damage and only targets one creature. This lasts for 1 minute.&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 Spell/Chant attacks that deal damage and only target one creature.&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. 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;
|(2/Rest) When you use Cancel Spell, you may use Stamina Theft. Stamina Theft. The target creature loses 1 AP or 1 Monster Action. Gain +2 additional 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. When you use Cancel Spell, you have +4 against Arcane and Divine. 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;
Incompatible: Crackling Field&lt;br /&gt;
|You can drain the Essence from a magical item, using the Siphon ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Siphon&amp;lt;/u&amp;gt; (1/Rest) Touch a magic item that has 10 or fewer Essence and make Arcana check. The DC = the item’s Essence +1d6. If you 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;
|'''Essence Siphon'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
Incompatible: 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;
* &amp;lt;u&amp;gt;Crackling Field&amp;lt;/u&amp;gt; (1/2 INT/Rest). Once on your turn, for each of the following abilities that you have used this turn, your Mental defenses increase by +1 until the end of your next turn (this costs 0 AP): &lt;br /&gt;
** Occult Magic&lt;br /&gt;
** Divine Magic&lt;br /&gt;
** Primal Magic&lt;br /&gt;
** Psionic Magic &lt;br /&gt;
** [[Arcane Magic]]&lt;br /&gt;
** “Surge of Magic” Ability&lt;br /&gt;
** “Surge of Energy” Ability&lt;br /&gt;
** “Surge of Vitality” Ability&lt;br /&gt;
** Divine Icon 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, your Energy Theft ability 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 recharges 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;
|[[Energy 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 also increases your Physical defenses.&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 this spell, you do not 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;
|(1/Rest) When making a contested roll from this spell, you can force the other creature to roll 2d20 and use 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;
|(1/Rest) You can use Energy Siphon multiple times&lt;br /&gt;
(1/2 INT/Rest) When you use Energy 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;
|(1/Rest) You are unparalleled in the art of drawing arcane energy out of objects and into yourself. Energy Siphon becomes a max of 35 Essence. &lt;br /&gt;
(1/Month) You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it. &lt;br /&gt;
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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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 recharges 1/2 INT/Recoup. Crackling Field also increases your AR.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Miasma'''&lt;br /&gt;
|Prerequisites: Crackling Field III&lt;br /&gt;
|(1/Rest) 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 recharges INT/Recoup. You may double the bonus that Crackling Field provides you (+2 per ability used). &lt;br /&gt;
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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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;
{| 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;
|'''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 Surge of Energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Energy&amp;lt;/u&amp;gt; (2/Rest) When you start your turn, gain +2 additional 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 Surge of Magic.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Magic&amp;lt;/u&amp;gt; (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 Energy Conversion.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Energy Conversion&amp;lt;/u&amp;gt; (CHA/Rest) When you take energy damage, 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;
|(1/Rest) Surge of Magic becomes 1d6. When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic. &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;
|(2/Rest) Surge of Vitality becomes 1d8+CHA HP. It can also 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 extra 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;
* &amp;lt;u&amp;gt;Occult Vitality&amp;lt;/u&amp;gt; ''(2/Rest)'' 2 AP: spend 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. You may add your Occult level to the HP regained. (1/Rest)&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Immortal Surge'''&lt;br /&gt;
|Prerequisites: 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;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Immortal Surge&amp;lt;/u&amp;gt; Regain all your HP, regain 4d10+CHA SP, and remove all [[conditions]] that you wish to remove, gain Damage Resist 4, and gain +4 to all d20 rolls for the next 10 mins. 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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Gain two additional [[Cleric#Divine Icon List|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;
|Choose one new [[Cleric#Divine Icon List|Divine Icon]] from the Cleric stack. Gain access to that Icon and get one of its abilities that has no other Prerequisites.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=1366</id>
		<title>Vessel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=1366"/>
		<updated>2023-11-29T19:46:12Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve 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;
Being a vessel is a dangerous affair. You are constantly stealing traces of power from tremendous, unfathomable&lt;br /&gt;
planar entities. In so doing, 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? 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?&lt;br /&gt;
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&lt;br /&gt;
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;
Or, maybe you steal from the gods just because you like it. &lt;br /&gt;
&lt;br /&gt;
===Vessel Stacks===&lt;br /&gt;
'''Antiessence''' You can channel your corrupted Essence into a scouring aura that damages and weakens your foes.&lt;br /&gt;
&lt;br /&gt;
'''Planar Thievery''' By stealing energy from spells and planar creatures around you, you can enhance your own powers.&lt;br /&gt;
&lt;br /&gt;
'''Soul Graft''' You can 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;
'''[[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;
After gaining the Vessel Entry talent, you can take talents from any of the vessel stacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vessel Entry'''&lt;br /&gt;
|Prerequisite: Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt; (2/Rest) Choose one Divine Icon from the [[Cleric]] stack. Gain one of that Icon’s abilities. Surge of Vitality. If Bloodied, you may spend 2 AP to regain 1d4+CHA HP. &lt;br /&gt;
* &amp;lt;u&amp;gt;Initiate&amp;lt;/u&amp;gt; Gain the Initiate of the [[Occult]] talent if you did not already have it. CHA is your magic attribute. 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;
* &amp;lt;u&amp;gt;Soul Sacrifice&amp;lt;/u&amp;gt; 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 Stack ====&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;
|'''Antiessence Aura'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|(END/Rest)  By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. You may activate your Antiessence Aura by spending 3 AP on your turn. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP). Your Aura’s radius is 10 ft. Your Antiessence Aura imposes TD on 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]] (this choice is permanent): cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic. When you activate your Aura, you may use your Aura of Vulnerability power.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura of Vulnerability&amp;lt;/u&amp;gt; take 1d6 damage of the type you chose. Your Antiessence Aura imposes Vulnerable 1 on the type of damage that you chose from taking this Talent. 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. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura Avoidance&amp;lt;/u&amp;gt; END roll against your magic attribute +10. If a creature fails the roll, it takes 1d4 damage of the type you chose in Vulnerability.&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. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura Avoidance&amp;lt;/u&amp;gt; END roll against your magic attribute+10. If a creature fails the roll, it is Shaken until the start of its next turn.&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;
|When 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;
|Choose another type of Elemental or Energy damage (this choice is permanent). Your Antiessence Aura imposes Vulnerable 1 all types of damage that you chose from taking the Vulnerability or Vulnerability II talents.&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;
* &amp;lt;u&amp;gt;Terrorize&amp;lt;/u&amp;gt; (2/Recoup) You may 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 reactively activate your Aura for 0 AP. If the creature that Bloodied you is in the radius of the 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;
|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 equal to or less than 1⁄2 your END take the damage too.&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;
|Prerequisites: Vitriol III or Trepidation III; Extend II&lt;br /&gt;
|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 Break Will.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Break Will&amp;lt;/u&amp;gt; You may spend 3 AP to make a magic attack vs the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn. (1/Rest)&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; Antiessence 14&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;
* &amp;lt;u&amp;gt;Antiessence Rupture&amp;lt;/u&amp;gt; (1/Rest) The area currently in the Aura is hazardous terrain (1d4 Necrotic, 1d4 Fire) 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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Your Antiessence Aura becomes an at will ability with no recharge.&lt;br /&gt;
|''Vessel, Antiessence, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Planar Thievery Track ====&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;
|'''Cancel Spell'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|(2/Rest) You can use the Cancel Spell ability. This ability counts as an Occult spell for the purpose of any abilities that interact with or reference spells.&lt;br /&gt;
&lt;br /&gt;
* Cancel Spell&lt;br /&gt;
** ''Occult, Spell, Warding''&lt;br /&gt;
** APC: 2 Reactive AP, which you spend when another creature within range casts a spell&lt;br /&gt;
** Range: 60 ft&lt;br /&gt;
** Requires: Visual, LoE&lt;br /&gt;
** Duration: Instantaneous&lt;br /&gt;
** Make a magic attack roll; the caster who triggered this spell does the same. If they are Divine or [[Arcane]], you add +2. If they are [[Primal]] or [[Psionic]], they add +2. 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;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft'''&lt;br /&gt;
|Cancel Spell&lt;br /&gt;
|Gain Energy Theft.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Energy Theft&amp;lt;/u&amp;gt; After you use Cancel Spell, you deal +1d4 Psychic damage on your first spell or chant attack each turn, if that spell or chant already deals damage and only targets one creature. This lasts for 1 minute.&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 Spell/Chant attacks that deal damage and only target one creature.&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. 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;
|(2/Rest) When you use Cancel Spell, you may use Stamina Theft. Stamina Theft. The target creature loses 1 AP or 1 Monster Action. Gain +2 additional 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. When you use Cancel Spell, you have +4 against Arcane and Divine. 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;
Incompatible: Crackling Field&lt;br /&gt;
|You can drain the Essence from a magical item, using the Siphon ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Siphon&amp;lt;/u&amp;gt; (1/Rest) Touch a magic item that has 10 or fewer Essence and make Arcana check. The DC = the item’s Essence +1d6. If you 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;
|'''Essence Siphon'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
Incompatible: 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;
* &amp;lt;u&amp;gt;Crackling Field&amp;lt;/u&amp;gt; (1/2 INT/Rest). Once on your turn, for each of the following abilities that you have used this turn, your Mental defenses increase by +1 until the end of your next turn (this costs 0 AP): &lt;br /&gt;
** Occult Magic&lt;br /&gt;
** Divine Magic&lt;br /&gt;
** Primal Magic&lt;br /&gt;
** Psionic Magic &lt;br /&gt;
** [[Arcane Magic]]&lt;br /&gt;
** “Surge of Magic” Ability&lt;br /&gt;
** “Surge of Energy” Ability&lt;br /&gt;
** “Surge of Vitality” Ability&lt;br /&gt;
** Divine Icon 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, your Energy Theft ability 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 recharges 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;
|[[Energy 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 also increases your Physical defenses.&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 this spell, you do not 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;
|(1/Rest) When making a contested roll from this spell, you can force the other creature to roll 2d20 and use 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;
|(1/Rest) You can use Energy Siphon multiple times&lt;br /&gt;
(1/2 INT/Rest) When you use Energy 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;
|(1/Rest) You are unparalleled in the art of drawing arcane energy out of objects and into yourself. Energy Siphon becomes a max of 35 Essence. &lt;br /&gt;
(1/Month) You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it. &lt;br /&gt;
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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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 recharges 1/2 INT/Recoup. Crackling Field also increases your AR.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Miasma'''&lt;br /&gt;
|Prerequisites: Crackling Field III&lt;br /&gt;
|(1/Rest) 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 recharges INT/Recoup. You may double the bonus that Crackling Field provides you (+2 per ability used). &lt;br /&gt;
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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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;
{| 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;
|'''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 Surge of Energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Energy&amp;lt;/u&amp;gt; (2/Rest) When you start your turn, gain +2 additional 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 Surge of Magic.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Magic&amp;lt;/u&amp;gt; (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 Energy Conversion.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Energy Conversion&amp;lt;/u&amp;gt; (CHA/Rest) When you take energy damage, 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;
|(1/Rest) Surge of Magic becomes 1d6. When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic. &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;
|(2/Rest) Surge of Vitality becomes 1d8+CHA HP. It can also 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 extra 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;
* &amp;lt;u&amp;gt;Occult Vitality&amp;lt;/u&amp;gt; ''(2/Rest)'' 2 AP: spend 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. You may add your Occult level to the HP regained. (1/Rest)&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Immortal Surge'''&lt;br /&gt;
|Prerequisites: 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;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Immortal Surge&amp;lt;/u&amp;gt; Regain all your HP, regain 4d10+CHA SP, and remove all [[conditions]] that you wish to remove, gain Damage Resist 4, and gain +4 to all d20 rolls for the next 10 mins. 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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|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;
|Choose one new Divine Icon from the Cleric stack. Gain access to that Icon and get one of its abilities that has no other Prerequisites.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=1365</id>
		<title>Vessel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=1365"/>
		<updated>2023-11-29T19:35:42Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve 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;
Being a vessel is a dangerous affair. You are constantly stealing traces of power from tremendous, unfathomable&lt;br /&gt;
planar entities. In so doing, 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? 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?&lt;br /&gt;
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&lt;br /&gt;
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;
Or, maybe you steal from the gods just because you like it. &lt;br /&gt;
&lt;br /&gt;
===Vessel Stacks===&lt;br /&gt;
'''Antiessence''' You can channel your corrupted Essence into a scouring aura that damages and weakens your foes.&lt;br /&gt;
&lt;br /&gt;
'''Planar Thievery''' By stealing energy from spells and planar creatures around you, you can enhance your own powers.&lt;br /&gt;
&lt;br /&gt;
'''Soul Graft''' You can 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;
'''[[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;
After gaining the Vessel Entry talent, you can take talents from any of the vessel stacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vessel Entry'''&lt;br /&gt;
|Prerequisite: Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt; (2/Rest) Choose one Divine Icon from the [[Cleric]] stack. Gain one of that Icon’s abilities. Surge of Vitality. If Bloodied, you may spend 2 AP to regain 1d4+CHA HP. &lt;br /&gt;
* &amp;lt;u&amp;gt;Initiate&amp;lt;/u&amp;gt; Gain the Initiate of the [[Occult]] talent if you did not already have it. CHA is your magic attribute. 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;
* &amp;lt;u&amp;gt;Soul Sacrifice&amp;lt;/u&amp;gt; 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 Stack ====&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;
|'''Antiessence Aura'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|(END/Rest)  By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. You may activate your Antiessence Aura by spending 3 AP on your turn. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP). Your Aura’s radius is 10 ft. Your Antiessence Aura imposes TD on 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]] (this choice is permanent): cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic. When you activate your Aura, you may use your Aura of Vulnerability power.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura of Vulnerability&amp;lt;/u&amp;gt; take 1d6 damage of the type you chose. Your Antiessence Aura imposes Vulnerable 1 on the type of damage that you chose from taking this Talent. 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. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura Avoidance&amp;lt;/u&amp;gt; END roll against your magic attribute +10. If a creature fails the roll, it takes 1d4 damage of the type you chose in Vulnerability.&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. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura Avoidance&amp;lt;/u&amp;gt; END roll against your magic attribute+10. If a creature fails the roll, it is Shaken until the start of its next turn.&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;
|When 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;
|Choose another type of Elemental or Energy damage (this choice is permanent). Your Antiessence Aura imposes Vulnerable 1 all types of damage that you chose from taking the Vulnerability or Vulnerability II talents.&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;
* &amp;lt;u&amp;gt;Terrorize&amp;lt;/u&amp;gt; (2/Recoup) You may 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 reactively activate your Aura for 0 AP. If the creature that Bloodied you is in the radius of the 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;
|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 equal to or less than 1⁄2 your END take the damage too.&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;
|Prerequisites: Vitriol III or Trepidation III; Extend II&lt;br /&gt;
|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 Break Will.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Break Will&amp;lt;/u&amp;gt; You may spend 3 AP to make a magic attack vs the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn. (1/Rest)&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; Antiessence 14&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;
* &amp;lt;u&amp;gt;Antiessence Rupture&amp;lt;/u&amp;gt; (1/Rest) The area currently in the Aura is hazardous terrain (1d4 Necrotic, 1d4 Fire) 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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Your Antiessence Aura becomes an at will ability with no recharge.&lt;br /&gt;
|''Vessel, Antiessence, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Planar Thievery Track ====&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;
|'''Cancel Spell'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|(2/Rest) You can use the Cancel Spell ability. This ability counts as an Occult spell for the purpose of any abilities that interact with or reference spells. &lt;br /&gt;
Cancel Spell&lt;br /&gt;
Occult, Spell, Warding&lt;br /&gt;
APC: 2 Reactive AP, which you spend when another creature within range casts a spell&lt;br /&gt;
Range: 60 ft&lt;br /&gt;
Requires: Visual, LoE&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Make a magic attack roll; the caster who triggered this spell does the same. If they are Divine or [[Arcane]], you add +2. If&lt;br /&gt;
they are [[Primal]] or [[Psionic]], they add +2. 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;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft'''&lt;br /&gt;
|Cancel Spell&lt;br /&gt;
|Gain Energy Theft.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Energy Theft&amp;lt;/u&amp;gt; After you use Cancel Spell, you deal +1d4 Psychic damage on your first spell or chant attack each turn, if that spell or chant already deals damage and only targets one creature. This lasts for 1 minute.&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 Spell/Chant attacks that deal damage and only target one creature.&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. 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. Stamina Theft. The target creature loses 1 AP or 1 Monster Action. Gain +2 additional AP at the start of your next turn. (2/Rest)&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. When you use Cancel Spell, you have +4 against Arcane and Divine. 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;
Incompatible: Crackling Field&lt;br /&gt;
|You can drain the Essence from a magical item, using the Siphon ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Siphon&amp;lt;/u&amp;gt; (1/Rest) Touch a magic item that has 10 or fewer Essence and make Arcana check. The DC = the item’s Essence +1d6. If you 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;
|'''Essence Siphon'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
Incompatible: 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;
* &amp;lt;u&amp;gt;Crackling Field&amp;lt;/u&amp;gt; (1⁄2 INT/Rest). Once on your turn, for each of the following abilities that you have used this turn, your Mental defenses increase by +1 until the end of your next turn (this costs 0 AP): Occult Magic Divine Magic Primal Magic Psionic Magic [[Arcane Magic]] “Surge of Magic” Ability “Surge of Energy” Ability “Surge of Vitality” Ability Divine Icon 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, your Energy Theft ability 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 recharges 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;
|[[Energy 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 also increases your Physical defenses.&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 this spell, you do not 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;
|(1/Rest) When making a contested roll from this spell, you can force the other creature to roll 2d20 and use 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;
|(1/Rest) You can use Energy Siphon multiple times: 1⁄2 INT/Rest. When you use Energy Siphon, you may increase the maximum Essence to 25. &lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Horad'''&lt;br /&gt;
|Essence siphon III&lt;br /&gt;
|(1/Rest) You are unparalleled in the art of drawing arcane energy out of objects and into yourself. Energy Siphon becomes a max of 35 Essence. (1/Month) You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it. &lt;br /&gt;
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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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 recharges 1⁄2 INT/Recoup. Crackling Field also increases your AR.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Miasma'''&lt;br /&gt;
|Prerequisites: Crackling Field III&lt;br /&gt;
|(1/Rest) 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 recharges INT/Recoup. You may double the bonus that Crackling Field providesyou (+2 per ability used). &lt;br /&gt;
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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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;
{| 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;
|'''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 Surge of Energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Energy&amp;lt;/u&amp;gt; (2/Rest) When you start your turn, gain +2 additional 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 Surge of Magic.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Magic&amp;lt;/u&amp;gt; (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 Energy Conversion.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Energy Conversion&amp;lt;/u&amp;gt; (CHA/Rest) When you take energy damage, 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. When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic. (1/Rest)&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. It can also remove 1 Death Point. (2/Rest)&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 extra 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 Occult Vitality.&lt;br /&gt;
''Occult Vitality''' 2 AP: spend X SP to gain X HP. (2/Rest)&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. You may add your Occult level to the HP regained. (1/Rest)&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Immortal Surge'''&lt;br /&gt;
|Prerequisites: 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;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Immortal Surge&amp;lt;/u&amp;gt; Regain all your HP, regain 4d10+CHA SP, and remove all [[conditions]] that you wish to remove, gain Damage Resist 4, and gain +4 to all d20 rolls for the next 10 mins. 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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|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;
|Choose one new Divine Icon from the Cleric stack. Gain access to that Icon and get one of its abilities that has no other Prerequisites.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Troubadour&amp;diff=1364</id>
		<title>Troubadour</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Troubadour&amp;diff=1364"/>
		<updated>2023-11-29T19:35:06Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As far back as you can remember, you’ve always had a deep love for music, storytelling, poetry, and mythology. You have always had an equally strong desire to connect with others through the bonds of music and artistic expression. Even as a youngster, you were able to captivate audiences of all ages with your colorful and flamboyant performances. Through diligent practice, you have now mastered one or more methods of performance, be it song or dance or poem. Urged by intense wanderlust and the desire to see the world in all its splendor, you travel far and wide, seeking to collect more and grander stories wherever the path takes you. What is your standard performance routine?&lt;br /&gt;
Do you typically sing, play an instrument, dance, or do all three at once? Maybe instead you prefer to recite or improvise poetry for your audience, or maybe you perform parlor tricks designed to delight and instill a sense of wonder. Are you inspired by whimsical stories with happy endings, by heart-wrenching tragedies, or by tomes of history? How do these inspirations appear in your performances?&lt;br /&gt;
&lt;br /&gt;
===Troubadour Stacks===&lt;br /&gt;
&lt;br /&gt;
'''Lyricist''' By improving your repertoire of music, poetry, or stories, you can achieve a variety of effects in [[combat]] to enhance your allies or unnerve your foes.&lt;br /&gt;
&lt;br /&gt;
'''Lorist''' Stories and research into myths have led you to uncover the secrets of [[arcane]] or [[psionic]] magic, enhancing your capacity to influence the world around you.&lt;br /&gt;
&lt;br /&gt;
'''Jester''' Your double-edged comments and savage quips make you equally loved and hated among the common folk and high nobility.&lt;br /&gt;
&lt;br /&gt;
'''Encore''' Your energetic music or inspirational words rally your allies and help your entire team move with enhanced tactical coordination.&lt;br /&gt;
&lt;br /&gt;
'''Legend Keeper''' You maintain a powerful book of legends and can summon creatures, heroes, and villains forth from the pages of this book.&lt;br /&gt;
===Troubadour Entry===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Troubadour Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this talent, you gain the following abilities. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stanzas&amp;lt;/u&amp;gt;  Learn three Stanzas of your choice. &lt;br /&gt;
* &amp;lt;u&amp;gt;Setup&amp;lt;/u&amp;gt; (1/Round) During an allied creature’s turn, if they are within 40 ft of you, you may spend 1 Reactive AP that you have. That ally gains that AP. &lt;br /&gt;
* &amp;lt;u&amp;gt;Battle Song&amp;lt;/u&amp;gt; When you roll [[initiative]], roll 1d4. Add it to the initiative of any creature of your choice.&lt;br /&gt;
* &amp;lt;u&amp;gt;Skilled&amp;lt;/u&amp;gt; Gain +4 Skill Points to spend on any [[skills]] of your choice. You also gain one inexpensive instrument or prop to enhance your performances (such as a flute, [[mask]], or colorful silk handkerchiefs).&lt;br /&gt;
|''Troubadour, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Encore Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Troubadour’s Support'''&lt;br /&gt;
|Troubadour Entry&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. You can only have one source of Support AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|''Troubadour, Encore''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bbattle Drum'''&lt;br /&gt;
|Troubadour’s Support&lt;br /&gt;
|When you roll Initiative, you may swap your Initiative roll with one of your allies.&lt;br /&gt;
|''Troubadour, Encore''&lt;br /&gt;
|-&lt;br /&gt;
|'''Smooth Tongue'''&lt;br /&gt;
|Motley Wardrobe or Battle Drum&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Performance or Observation tags. You can always find food lodging for free in exchange for performances.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Setup II'''&lt;br /&gt;
|Smooth Tongue&lt;br /&gt;
|You may now use Setup once on each ally’s turn provided you have the Reactive AP needed.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Troubadour’s Support II'''&lt;br /&gt;
|Setup II&lt;br /&gt;
|Troubadour’s Support gives you 2 Reactive AP.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Drum II'''&lt;br /&gt;
|Troubadour’s Support II&lt;br /&gt;
|When you use Battle Drum, you may also swap two of your allies’ Initiative rolls. Choose one creature whose Initiative you changed; they get +your CHA to their Initiative.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Accelerando'''&lt;br /&gt;
|Battle Drum II&lt;br /&gt;
|Gain a special Stanza, Accelerando.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Accelerando&amp;lt;/u&amp;gt; One ally within range gains +1 AP at the start of their turn and +5 ft speed when they spend AP to move.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crescendo'''&lt;br /&gt;
|Battle Drum II&lt;br /&gt;
|Gain a special Stanza, Crescendo.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Crescendo&amp;lt;/u&amp;gt; You or an ally within range deals +1d4 [[damage]] when they hit with weapon attacks.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Troubadour’s Support III'''&lt;br /&gt;
|Accelerando or Crescendo&lt;br /&gt;
|Troubadour’s Support gives you 3 Support AP.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Setup III'''&lt;br /&gt;
|Troubadour’s Support III&lt;br /&gt;
|You can expend X Reactive AP to give an ally X AP. The range of Setup increases to 80 ft.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Accelerando II''' &lt;br /&gt;
|Setup III, Accelerando&lt;br /&gt;
|(2/Recoup) Accelerando applies to two allies. &lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crescendo II'''&lt;br /&gt;
|Setup III, Crescendo&lt;br /&gt;
|(2/Recoup) Crescendo applies to two allies. &lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Stanza'''&lt;br /&gt;
|Accelerando II or Crescendo II&lt;br /&gt;
|Pick two Stanzas you know with the Scorn tag. Their rank 1 iterations combine and become your Battle Stanza. When you activate your Battle Stanza for 1 AP, make one Scorn roll; if you hit, apply both effects.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Accelerando III'''&lt;br /&gt;
|Battle Stanza, Accelerando II&lt;br /&gt;
|Accelerando 2 becomes: Increase speed by 10 ft, and becomes 2/Catch Breath.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crescendo III'''&lt;br /&gt;
|Battle Stanza, Crescendo II&lt;br /&gt;
|Crescendo 2 becomes: Increase damage by 1d6, and becomes 2/Catch Breath.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Drum III'''&lt;br /&gt;
|Accelerando III or Crescendo III&lt;br /&gt;
|(2/Rest) When you use Battle Drum, you can pick a creature within 120 ft. Attack their ANT. If you hit, you can swap their Initiative with one of your allies’. &lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Stanza II'''&lt;br /&gt;
|Battle Drum III&lt;br /&gt;
|(2/Recoup) When you use your Battle Stanza, you can apply both effects as though they were Stanza level 2. &lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Anthem'''&lt;br /&gt;
|Battle Stanza II&lt;br /&gt;
|You are an unrivaled musician, orator, and performer. You are renowned as an expert commander on the field of battle, inspiring your comrades through song or word. You gain the Courage Anthem and Battle Anthem abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage Anthem&amp;lt;/u&amp;gt;  (1/Rest) When you roll Initiative, you and any allied creature whose Initiative you manipulated cannot be Charmed or Frightened unless the target is also Bloodied.&lt;br /&gt;
* &amp;lt;u&amp;gt;Battle Anthem&amp;lt;/u&amp;gt; When reduced to 0 HP, you may start your Battle Anthem. It lasts for a number of rounds equal to your Troubadour level. When you start your turn, if you spent at least 1 AP on Stanzas on your last turn, you may use a Stanza’s rank 1 ability that you know for 0 AP. Furthermore, if you spend at least 2 AP on Stanzas on your current turn, you cannot receive healing until the end of your next turn, but also do not die until the end of your next turn, even if you reach 8 Death Points. If you reach 8 Death Points during your Battle Anthem, you cannot be healed and you die when your Battle Anthem ends, but you can be resurrected.&lt;br /&gt;
|''Troubadour, Encore, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Jester Track ====&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;
|'''Mockery'''&lt;br /&gt;
|Troubadour Entry&lt;br /&gt;
|Gain the Mockery ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mockery&amp;lt;/u&amp;gt; By spending 3 AP, make a CHA attack vs the ANT of a target within 40 ft of you. If you hit, then all creatures that were Charmed by the target are no longer Charmed. Further, anyone who was not Charmed by the target looks upon the target with a mixture of embarrassment and disgust. If you miss a target, you can’t attack that target with this ability again until after 10 mins have passed.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Motley Wardrobe'''&lt;br /&gt;
|Mockery&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Performance or Influence tags. Gain a jester’s motley, along with two other disguises of&lt;br /&gt;
your choice.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Smooth Tongue'''&lt;br /&gt;
|Motley Wardrobe or Battle Drum&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Performance or Observation tags. You can always find food lodging for free in exchange for&lt;br /&gt;
performances.&lt;br /&gt;
|''Troubadour, Encore, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clown'''&lt;br /&gt;
|Smooth Tongue&lt;br /&gt;
|(1/Week) Gain +4 Skill Points, which you can spend on skills with the Acrobatics or Performance tags. Gain 1 [[Goodwill]] with commoners. &lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fool'''&lt;br /&gt;
|Smooth Tongue&lt;br /&gt;
|(1/Week) Gain +4 Skill Points, which you can spend on skills with the Observation and Subterfuge tags. Gain 1 Goodwill with nobles and elite society.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Obfuscate''' &lt;br /&gt;
|Clown or Fool&lt;br /&gt;
|(1/Rest) Gain +4 Skill Points, which you can spend on skills with the Subterfuge and Knowledge tags. If you find physical evidence that might be incriminating,&lt;br /&gt;
you can spend 30 minutes destroying it beyond any hope of being useful or viable. &lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imitate'''&lt;br /&gt;
|Clown or Fool&lt;br /&gt;
|(1/ Rest) Gain +4 Skill Points, which you can spend on skills with the Subterfuge and Influence tags. Given 1 hour and 50 sp, you can make an excellent&lt;br /&gt;
disguise that lasts for 4 hours before the makeup begins to run and the props begin to fray. Double skill points in Disguising, Evading, and Deceiving for the duration. &lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeer'''&lt;br /&gt;
|Obfuscate or Imitate&lt;br /&gt;
|When Mockery hits a target that is not Bloodied, deal 1d8 psychic damage. Creatures that witness this do not view this action as physically combative.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Many Hats,'''&lt;br /&gt;
|Jeer&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Performance and Influence Tags. Given 1 week in a settled area, you can respec your Talents within this Stack when you complete a Rest. Once you do, you cannot use this ability again until you are in a new settled area.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clown II''' &lt;br /&gt;
|Many Hats, Clown&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics or Performance tags. Gain 1 additional Goodwill with commoners. (1/Week)&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fool II'''&lt;br /&gt;
|Many Hats, Fool&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Observation and Subterfuge tags. Gain 1 Goodwill with nobles and elites. (1/Week)&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Obfuscate II'''&lt;br /&gt;
|Clown II or Fool II, Obfuscate&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Subterfuge and Knowledge tags. You can spend 30 additional minutes to change the evidence slightly, causing it to incriminate someone else. This costs 100 sp and can be done 1/Week.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imitate II'''&lt;br /&gt;
|Clown II or Fool II, Imitate&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Subterfuge and Influence tags. Given 1 hour and 200 sp, you can make a supreme disguise that lasts for 4 hours. Double skill points in Disguising, Evading, and Deceiving for the duration and you don’t need to roll if you do mundane activity befitting the costume (such as disguising yourself as a [[guard]] and walking into the city watch’s private lounge). (1/Week)&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mockery II'''&lt;br /&gt;
|Obfuscate II or Imitate II&lt;br /&gt;
|You only need to wait 1 minute, instead of 10 minutes, after missing with Mockery.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jeer II'''&lt;br /&gt;
|Mockery II&lt;br /&gt;
|If a target takes Psychic damage from your Jeer and becomes Bloodied as a result, it loses 1 Goodwill and will attempt to completely withdraw from the social situation. (The target will not withdraw from active combat.)&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clown III'''&lt;br /&gt;
|Jeer II, Clown II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics or Performance tags. You cannot have negative Goodwill with commoners.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fool III'''&lt;br /&gt;
|Jeer II, Fool II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Observation and Subterfuge tags. You cannot have negative Goodwill with [[noble]] society.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Obfuscate III'''&lt;br /&gt;
|Clown III or Fool III, Obfuscate II&lt;br /&gt;
|Gain +6 Skill Points, which you can spend on skills with the Subterfuge and Knowledge tags. You can destroy evidence 1/Recoup and change it 1/Rest.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imitate III'''&lt;br /&gt;
|Clown III or Fool III, Imitate II&lt;br /&gt;
|Gain +6 Skill Points, which you can spend on skills with the Subterfuge and Influence tags. You can use your disguise 1/Recoup and your supreme disguise 1/Rest.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mockery III'''&lt;br /&gt;
|Obfuscate III or Imitate III&lt;br /&gt;
|When a creature loses Goodwill as a result of being Mocked, it can no longer Charm or Enthrall any new targets for 1 hour. You can use Mockery indefinitely with no cooldown, even if you miss a target.&lt;br /&gt;
|''Troubadour, Jester''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cruel Jape'''&lt;br /&gt;
|Mockery III&lt;br /&gt;
|You wear disguises and identities fluidly, and you can ruthlessly use words as barbs. Gain +8 Skill Points, which you can spend on skills with the Influence, Subterfuge, Observation, or Performance tags. Gain the Cruel Jape ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cruel Jape&amp;lt;/u&amp;gt; (1/Rest) When you Bloody someone with Jeer, you can reduce them to 0 Goodwill. If they were at 0, reduce them to -5 instead. &lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Cruel Jape becomes 1/Recoup, but can onlytarget a specific creature 1/Rest.&lt;br /&gt;
|''Troubadour, Jester, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Legend Keeper Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Book Of Legends'''&lt;br /&gt;
|Troubadour Entry&lt;br /&gt;
|You have a special tome, your Book of Legends. Your Book of Legends might be a faerie tale, a book of epic poetry from the distant past, or the scrawled and esoteric ramblings of a madman. Whatever the case, the tome is also magical and cannot be destroyed or damaged by mundane means. Gain the Summon Character ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Summon Character&amp;lt;/u&amp;gt; You can spend 3 AP to magically call forth a spirit that takes the form of a character from this tome. This creature has the stats of any Beast or NPC of Monster Level (ML) 2 or lower. A Summoned Character loses any magic from the 5 Sources that its stat block would normally allow. It is a corporeal spirit and possesses any [[equipment]] that the stat block would normally have. This equipment is corporeal while the creature is holding it or using it in a thrown or ranged attack, but the equipment fades into nothingness if any other creature tries to use it. The character lasts for 10 minutes, or until dismissed (by spending 1 AP on your turn), or until reduced to 0 HP. You can summon such creatures 2/Rest. This Talent gives you +5 SP and +1 Arcane or Psionic Power (your choice), but does not grant you spells.&lt;br /&gt;
|''Troubadour, Legend Keeper'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Figure of Legend'''&lt;br /&gt;
|Mythic Tome&lt;br /&gt;
|(1/Rest) Gain the Summon Protagonist ability, which lets you summon more powerful creatures. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Summon Protagonist&amp;lt;/u&amp;gt; You can summon a Figure of Legend (below), or other options granted by talents you take later in this stack. Figure of Legend. This is an NPC of a level that you can summon, who also gains the full benefits of one level 1 Lineage of your choice and one level 1 Profession of your choice. A Summoned Character loses any magic from the 5 Sources that its stat block would normally allow.&lt;br /&gt;
|''Troubadour, Legend Keeper''&lt;br /&gt;
|-&lt;br /&gt;
|'''Written Tradition'''&lt;br /&gt;
|2 talents in one of the following tracks: Comedy, Tragedy, Creature Compendium, Faerie Tale, Book of Souls, Book of the Damned, or Necronomicon&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Knowledge tag. Gain the Written Tradition ability. Written Tradition. Regain one use of your Summon Character when you Recoup. (1/Rest)&lt;br /&gt;
|''Troubadour, Legend Keeper''&lt;br /&gt;
|-&lt;br /&gt;
|'''Written Tradition II'''&lt;br /&gt;
|3 talents in one of the following tracks: Comedy, Tragedy, Creature Compendium, Faerie Tale, Book of Souls, Book of the Damned, or Necronomicon&lt;br /&gt;
|Summon Character becomes 1⁄2 INT/Rest.&lt;br /&gt;
|''Troubadour, Legend Keeper''&lt;br /&gt;
|-&lt;br /&gt;
|'''Written Tradition III'''&lt;br /&gt;
|Written Tradition II&lt;br /&gt;
|Written Tradition becomes: Regain two uses of your Summon Character when you Recoup. (1/Rest) Summon Protagonist becomes 2/Rest.&lt;br /&gt;
|''Troubadour, Legend Keeper''&lt;br /&gt;
|-&lt;br /&gt;
|'''Plot Twist'''&lt;br /&gt;
|talents in one of the following tracks: Comedy, Tragedy, Creature Compendium, Faerie Tale, Book of Souls, Book of the Damned, or Necronomicon&lt;br /&gt;
|Choose one of the six books that you did NOT take. Gain that book’s first talent.&lt;br /&gt;
|''Troubadour, Legend Keeper''&lt;br /&gt;
|-&lt;br /&gt;
|'''Story For Every Occasion'''&lt;br /&gt;
|7 talents in one of the following tracks: Comedy, Tragedy, Creature Compendium, Faerie Tale, Book of Souls, Book of the Damned, or Necronomicon&lt;br /&gt;
|Gain +8 Skill Points, which you can spend on skills with the Knowledge tag. When you roll initiative and have no uses of Summon Character left, you gain one special use of it, which you can use to summon a single NPC or Beast of ML 1 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper''&lt;br /&gt;
|-&lt;br /&gt;
|'''Library Of Legends'''&lt;br /&gt;
|Story for Every Occasion&lt;br /&gt;
|You are heralded the world over as a legendary and captivating storyteller. Gain +8 Skill Points, which you can spend on any skill. Your Summon Character ability can summon creatures of 1 ML higher than you previously could. You can reassign your Legend Keeper talents by swapping out which book you can magically draw creatures from. (1/Month)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Your Summon Character ability can summon creatures of 2 MLs higher than you previously could.&lt;br /&gt;
|''Troubadour, Legend Keeper, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
'''Legend Keeper: Comedy'''&lt;br /&gt;
&lt;br /&gt;
This defines your Mythic Tome as a Comedy, full of epic heroes and happy endings.&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;
|'''Comedy'''&lt;br /&gt;
|Figure of Legend&lt;br /&gt;
Incompatible: Tragedy, Creature Compendium, Faerie Tale, Book of Souls, Book of the Damned, Necronomicon&lt;br /&gt;
|When using Figure of Legend, you can summon NPCs of ML 3 or lower. When you do, give them +1 to a physical or mental attribute of your choice, and they magically gain any mundane equipment of your choice.&lt;br /&gt;
|''Troubadour, Legend Keeper, Comedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Comedy II'''&lt;br /&gt;
|Comedy&lt;br /&gt;
Tragedy II, Creature Compendium II, Faerie Tale II, Book of Souls II, Book of the Damned II, Necronomicon II&lt;br /&gt;
|When using Summon Character, you can use Summon Entourage.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Summon Entourage&amp;lt;/u&amp;gt; Summon 3 NPCs that are all ML 1 or lower. They can be the same or different stat blocks.&lt;br /&gt;
|''Troubadour, Legend Keeper, Comedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Comedy III'''&lt;br /&gt;
|Comedy II, Written Tradition I&lt;br /&gt;
|When you use Figure of Legend, you may summon NPCs of ML 5 or lower. They gain the benefits of their Lineage as if they were PC level 5 (providing them one additional lineage option) and one level 2 Profession.&lt;br /&gt;
|''Troubadour, Legend Keeper, Comedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Comedy IV'''&lt;br /&gt;
|Comedy III, Written Tradition III&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Performance tags. When you use Figure of Legend, they get 4 total Attribute Points that you can use to enhance their [[Attributes]]. You cannot put more than 2 into a single Attribute. Gain +5 SP and +1 Arcane Power or +1 Psionic Power.&lt;br /&gt;
|''Troubadour, Legend Keeper, Comedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Comedy V'''&lt;br /&gt;
|Comedy IV&lt;br /&gt;
|When you use Figure of Legend, they also get 1 talent of your choice (but cannot gain Adept of the Psionic, Disciple of the [[Divine]], Initiate of the [[Occult]], [[Student]] of the Arcane or Warden of the [[Primal]]).&lt;br /&gt;
|''Troubadour, Legend Keeper, Comedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Comedy VI'''&lt;br /&gt;
|Comedy V&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Performance tags. When you use Summon Entourage, they can be ML 2 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper, Comedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Comedy VII'''&lt;br /&gt;
|Comedy VI, Plot Twist&lt;br /&gt;
|Gain one additional use of Summon Protagonist. When you Summon Hero, they get an additional lineage option (as though PC level 10) and a rank 3 profession. They also get one cantrip, chant, or prayer of your choice.&lt;br /&gt;
|''Troubadour, Legend Keeper, Comedy''&lt;br /&gt;
|}&lt;br /&gt;
'''LEGEND KEEPER : TRAGEDY'''&lt;br /&gt;
&lt;br /&gt;
This defines your Mythic Tome as a Tragedy, full of flawed heroes, ruthless villains, and heart-wrenching loss.&lt;br /&gt;
&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;
|'''Tragedy'''&lt;br /&gt;
|Figure of Legend&lt;br /&gt;
Incompatibilities: Comedy, Creature Compendium, Faerie Tale, Book of Souls, Book of the Damned, Necronomicon&lt;br /&gt;
|When using Figure of Legend, you can summon NPCs of ML 3 or lower. When you do, give them +1 to a physical or mental attribute, and +6 Skill Points which they can spend on skills with the Influence, Observation, Subterfuge, and Survival tags.&lt;br /&gt;
|''Troubadour, Legend Keeper, Tragedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tragedy II'''&lt;br /&gt;
|Tragedy&lt;br /&gt;
Incompatibilities: Comedy II, Creature Compendium II, Faerie Tale II, Book of Souls II, Book of the Damned II, Necronomicon II&lt;br /&gt;
|When using Summon Character, you can use Summon Underlings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Summon Underlings&amp;lt;/u&amp;gt; Summon 3 NPCs that are all ML 1 or lower. They can be the same or different stat blocks.&lt;br /&gt;
|''Troubadour, Legend Keeper, Tragedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tragedy III'''&lt;br /&gt;
|Tragedy II, Written Tradition&lt;br /&gt;
|When you use Figure of Legend, you may summon NPCs of ML 5 or lower. They gain the benefits of their Lineage as if they were PC level 5 (providing them one additional lineage option) and one rank 2 profession.&lt;br /&gt;
|''Troubadour, Legend Keeper, Tragedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tragedy IV'''&lt;br /&gt;
|Tragedy III, Written Tradition III&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Influence tag. When you use Figure of Legend, they also get one talent of your choice (but cannot gain Adept of the Psionic, Disciple of the Divine, Initiate of the Occult, Student of the Arcane or Warden of the Primal). Gain +5 SP and +1 Arcane Power or +1 Psionic Power.&lt;br /&gt;
|''Troubadour, Legend Keeper, Tragedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tragedy V'''&lt;br /&gt;
|Tragedy IV&lt;br /&gt;
|(1/Rest) When you use Figure of Legend, you can also summon two Underlings that the Villain controls. These Underlings must be NPCs or Beasts of ML 1 or lower. &lt;br /&gt;
|''Troubadour, Legend Keeper, Tragedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''TragedyVI'''&lt;br /&gt;
|Tragedy V&lt;br /&gt;
|Gain Diabolical Scheme, which you can use when you use use Figure of Legend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Diabolical Scheme&amp;lt;/u&amp;gt; The Villain you summon can be an NPC of ML 10 or lower and gains three Talents of your choice (but no class talents). It is fully autonomous and can choose whether to work with or against you. At the end of the 10 minutes, if the NPC is not dead, then the NPC becomes permanently corporeal and can pursue its own agenda.&lt;br /&gt;
|''Troubadour, Legend Keeper, Tragedy''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tragedy VII'''&lt;br /&gt;
|Tragedy VI, Plot Twist&lt;br /&gt;
|Gain one additional use of Summon Protagonist. When you summon a Figure of Legend, they can be an NPC of ML 7 or lower; they get an additional lineage option (as though PC level 10) and a rank 3 profession; and they get one cantrip, chant, or prayer of your choice.&lt;br /&gt;
|''Troubadour, Legend Keeper, Tragedy''&lt;br /&gt;
|}&lt;br /&gt;
'''Legend Keeper: Creature Compendium'''&lt;br /&gt;
&lt;br /&gt;
This defines your Mythic Tome as a Bestiary with carefully diagrammed and researched monsters.&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;
|'''Creature Compendium'''&lt;br /&gt;
|Figure of Legend&lt;br /&gt;
Incompatibilities: Comedy, Tragedy, Faerie Tale, Book of Souls, Book of the Damned, Necronomicon&lt;br /&gt;
|Gain Bestiary, which you can use when you Summon Protagonist.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bestiary&amp;lt;/u&amp;gt; You may summon a Beast or Monstrosity of ML 4 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper, Creature Compendium''&lt;br /&gt;
|-&lt;br /&gt;
|'''Creature Compendium II'''&lt;br /&gt;
|Creature Compendium&lt;br /&gt;
Incompatibilities: Comedy II, Tragedy II, Faerie Tale II, Book of Souls II, Book of the Damned II, Necronomicon II&lt;br /&gt;
|You can summon Monstrosities with your Summon Character ability. Gain the Packmaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Packmaster&amp;lt;/u&amp;gt; When you summon a Beast or Monstrosity that is ML 1 or lower, summon two additional creatures of that same type. (1/Rest)&lt;br /&gt;
|''Troubadour, Legend Keeper, Creature Compendium''&lt;br /&gt;
|-&lt;br /&gt;
|'''Creature Compendium III'''&lt;br /&gt;
|Creature Compendium II, Written Tradition I&lt;br /&gt;
|Your Bestiary ability can summon Beasts and Monstrosities of Monster Level 6 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper, Creature Compendium''&lt;br /&gt;
|-&lt;br /&gt;
|'''Creature Compendium IV'''&lt;br /&gt;
|Creature Compendium III, Written Tradition III&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Survival tag. Learn the Charm Creature and Commune with Beast chants. They count as Arcane or Psionic for you for you but do not gain power. Gain +5 SP and +1 Arcane Power or +1 Psionic Power.&lt;br /&gt;
|''Troubadour, Legend Keeper, Creature Compendium''&lt;br /&gt;
|-&lt;br /&gt;
|'''Creature Compendium V'''&lt;br /&gt;
|Creature Compendium IV&lt;br /&gt;
|(2/Rest) Packmaster becomes: Summon four additional creatures. &lt;br /&gt;
|''Troubadour, Legend Keeper, Creature Compendium''&lt;br /&gt;
|-&lt;br /&gt;
|'''Creature Compendium VI'''&lt;br /&gt;
|Creature Compendium V&lt;br /&gt;
|Gain the Monster of Legend ability, which you can use when you Summon Protagonist.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monster of Legend&amp;lt;/u&amp;gt; (1/Rest) Summon a Beast or Monstrosity of Monster Level 12 or lower. When you do, make an AWR/ Animal Handling check vs DC 15 + the creature’s ML. If you hit, it is friendly towards you and your allies. If you miss, it is hostile towards you and your allies, and your enemies. If hostile towards you and your allies, it cannot be dispelled early and if it survives for the whole 10 minutes, it becomes fully embodied and sets out on its own. &lt;br /&gt;
|''Troubadour, Legend Keeper, Creature Compendium''&lt;br /&gt;
|-&lt;br /&gt;
|'''Creature Compendium VII'''&lt;br /&gt;
|Creature Compendium VI, Plot Twist&lt;br /&gt;
|Gain one additional use of Summon Protagonist. It can only be used on the Bestiary option. Your Bestiary ability can summon Beasts and Monstrosities of ML 8 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper, Creature Compendium''&lt;br /&gt;
|}&lt;br /&gt;
'''Legend Keeper: Faerie Tale'''&lt;br /&gt;
&lt;br /&gt;
This defines your Mythic Tome as a Faerie Tale, with a lot of whimsy Fae and plants.&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;
|'''Faerie Tale'''&lt;br /&gt;
|Figure of Legend&lt;br /&gt;
Incompatibilities: Comedy, Tragedy, Creature Compendium, Book of Souls, Book of the Damned, Necronomicon&lt;br /&gt;
|Gain Faerie Tale, which you can use when you Summon Protagonist. You may summon a Fae or Plant of ML 4 or lower.&lt;br /&gt;
|&amp;lt;u&amp;gt;Troubadour, Legend Keeper, Faerie Tale&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|'''Faerie Tale II'''&lt;br /&gt;
|Faerie Tale&lt;br /&gt;
Incompatibilities: Comedy II, Tragedy II, Creature Compendium II, Book of Souls II, Book of the Damned II, Necronomicon II&lt;br /&gt;
|You can summon Fae and Plants with your Summon Character ability. Your Summon Character ability allows you to summon creatures of ML 2 or lower.&lt;br /&gt;
|&amp;lt;u&amp;gt;Troubadour, Legend Keeper, Faerie Tale&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|'''Faerie Tale III'''&lt;br /&gt;
|Prerequisites: Faerie Tale II, Written Tradition &lt;br /&gt;
|Your Faerie Tale ability can summon Fae and Plants of Monster Level 6 or lower.&lt;br /&gt;
|&amp;lt;u&amp;gt;Troubadour, Legend Keeper, Faerie Tale&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|'''Faerie Tale IV'''&lt;br /&gt;
|Prerequisites: Faerie Tale III, Written Tradition III&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Survival tag. Gain the Leshy Primal Aspect. Learn the Glimmer chant. It counts as Arcane or Psionic for you but does not gain power. Gain +5 SP and +1 Arcane Power or +1 Psionic Power.&lt;br /&gt;
|&amp;lt;u&amp;gt;Troubadour, Legend Keeper, Faerie Tale&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|'''Faerie Tale V'''&lt;br /&gt;
|Faerie Tale IV&lt;br /&gt;
|You can summon Monstrosities and Fiends with your Summon Character ability.&lt;br /&gt;
|&amp;lt;u&amp;gt;Troubadour, Legend Keeper, Faerie Tale&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|'''Faerie Tale VI'''&lt;br /&gt;
|Prerequisites: Faerie Tale V&lt;br /&gt;
|Gain the Achfae of Legend ability, which you can use when you Summon Protagonist. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Archfae of Legend&amp;lt;/u&amp;gt; (1/Rest) Summon a Fae of ML 12 or lower. When you do, make an INT (Arcana) check vs DC 15 + the creature’s ML. If you hit, it is friendly towards you and your allies. If you miss, it is hostile towards you, your allies, andyour enemies. If hostile towards your allies, it cannot be dispelled early and if it survives for the whole 10 minutes, it becomes fully embodied and sets out on its own. &lt;br /&gt;
|&amp;lt;u&amp;gt;Troubadour, Legend Keeper, Faerie Tale&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|'''Faerie Tale VII'''&lt;br /&gt;
|Faerie Tale VI, Plot Twist&lt;br /&gt;
|Gain one additional use of Summon Protagonist. It can only be used on the Faerie Tale option. When you use Faerie Tale, if you summon a Fae, it gains two Primal Chants of your choice and one Primal Spell that costs 6 or fewer SP, which it can cast innately one time.&lt;br /&gt;
|&amp;lt;u&amp;gt;Troubadour, Legend Keeper, Faerie Tale&amp;lt;/u&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
'''Legend Keeper: Book of Souls'''&lt;br /&gt;
&lt;br /&gt;
Your Mythic Tome is historical in nature, holding long lists of the deceased. You can summon [[undead]] and such.&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;
|'''Book of Souls'''&lt;br /&gt;
|Figure of Legend&lt;br /&gt;
Incompatibilities: Comedy, Tragedy, Creature Compendium, Faerie Tale, Book of the Damned, Necronomicon&lt;br /&gt;
|(1/Rest) You can summon Undead with your Summon Character ability. Gain the Armies of Old ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Armies of Old&amp;lt;/u&amp;gt; When you summon Undead of Monster Level 1 or lower, summon 1d4 additional Undead of the same type. &lt;br /&gt;
|''Troubadour, Legend Keeper, Book of Souls''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of Souls II'''&lt;br /&gt;
|Book of Souls&lt;br /&gt;
Incompatibilities: Comedy II, Tragedy II, Creature Compendium II, Faerie Tale II, Book of the Damned II, Necronomicon II&lt;br /&gt;
|Gain Chronicle of Souls, which you can use when you Summon Protagonist. Chronicle of Souls. You may summon an Undead of ML 4 or lower. Such a creature also gains +6 Skill Points divided among any skills of your choice.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of Souls''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of Souls III'''&lt;br /&gt;
|Book of Souls II, Written Tradition&lt;br /&gt;
|Armies of Old becomes 1d6 additional Undead and 2/Rest.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of Souls''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of Souls IV'''&lt;br /&gt;
|Book of Souls III, Written Tradition III&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Knowledge tag. Gain the Stoll Primal Aspect. Gain the Grave Whispers arcane cantrip. It counts as Psionic for you if you choose. Gain +5 SP and +1 Arcane Power or +1 Psionic Power.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of Souls''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of Souls V'''&lt;br /&gt;
|Book of Souls IV&lt;br /&gt;
|Chronicle of Souls becomes ML 6 or lower and the creature appears equipped with any mundane [[gear]] of your choice.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of Souls''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of Souls VI'''&lt;br /&gt;
|Prerequisites: Book of Souls V&lt;br /&gt;
|Your attunement to death and legacy makes it harder to [[kill]] you. When you are reduced to 0 HP, if an undead that you have summoned is within 40 ft of you, you may spend 1 Reactive AP to cause that undead to immediately disintegrate. If you do, regain 1d4 HP. Gain +5 SP and +1 Arcane Power or +1 Psionic Power.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of Souls''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of Souls VII'''&lt;br /&gt;
|Book of Souls VI, Plot Twist&lt;br /&gt;
|Gain one additional use of Summon Protagonist. It can only be used on the Chronicle of Souls option. When you use Chronicle of Souls, in addition to giving the creature any mundane gear, it gains one Specialization Talent of your choice. If you pick a Magic source, it can only learn Cantrips, Chants, or Prayers.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of Souls''&lt;br /&gt;
|}&lt;br /&gt;
'''Legend Keeper: Book of the Damned'''&lt;br /&gt;
&lt;br /&gt;
Your Mythic Tome is more religious in nature and sings the cautionary tale of the Exiles. You can summon Fiends and Celestials.&lt;br /&gt;
&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;
|'''Book of the Damned'''&lt;br /&gt;
|Figure of Legend&lt;br /&gt;
Incompatibilities: Comedy, Tragedy, Creature Compendium, Faerie Tale, Book of Souls, Necronomicon&lt;br /&gt;
|Gain Song of the Irreconciled, which you can use when you Summon Protagonist. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Song of the Irreconciled&amp;lt;/u&amp;gt; You may summon a Fiend or Celestial of Monster Level 4 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of the Damned''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of the Damned II'''&lt;br /&gt;
|Book of the Damned&lt;br /&gt;
Incompatibilities: Comedy II, Tragedy II, Creaturee Compendium II, Faerie Tale II, Book of Souls II, Necronomicon II&lt;br /&gt;
|You can summon Fiends and Celestials with your Summon Character ability. Your Summon Character ability allows you to summon creatures of ML 2 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of the Damned''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of the Damned III'''&lt;br /&gt;
|Book of the Damned II, Written Tradition I&lt;br /&gt;
|Your Song of the Irreconciled ability can summon Fiends and Celestials of Monster Level 6 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of the Damned''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of the Damned IV'''&lt;br /&gt;
|Book of the Damned III, Written Tradition III&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Knowledge tag. Gain the Graceful Poise and Sacred Flare prayers. They can count as Arcane or Psionic for you but they do not upgrade based on power. Gain +5 SP and +1 Arcane Power or +1 Psionic Power.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of the Damned''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of the Damned V'''&lt;br /&gt;
|Book of the Damned IV&lt;br /&gt;
|Gain +2 Skill Points in Religion. Your Summon Character ability can summon ML 3 Fiends or Celestials.&lt;br /&gt;
 &lt;br /&gt;
|''Troubadour, Legend Keeper, Book of the Damned''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of the Damned VI'''&lt;br /&gt;
|Book of the Damned V&lt;br /&gt;
|(1/Rest) Gain the Unholy Bargain ability, which you can use when you Summon Protagonist. Unholy Bargain. Summon a Fiend of ML 12 or lower. When you do, make a CHA (Persuading) check vs DC 15 + the creature’s ML. If you hit, it is friendly towards your allies. If you miss, it is hostile towards both your allies and your enemies. If hostile towards your allies, it cannot be dispelled early and if it survives for the whole 10 minutes, it becomes fully embodied and sets out on its own.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of the Damned''&lt;br /&gt;
|-&lt;br /&gt;
|'''Book of the Damned VII'''&lt;br /&gt;
|Book of the Damned VI, Plot Twist&lt;br /&gt;
|Gain one additional use of Summon Protagonist. It can only be used on the Song of the Irreconciled option. When you use Song of the Irreconciled, the summoned creature gains two divine prayers of your choice and one divine spell that costs 6 or fewer SP, which it can cast innately one time.&lt;br /&gt;
|''Troubadour, Legend Keeper, Book of the Damned''&lt;br /&gt;
|}&lt;br /&gt;
'''Legend Keeper: Necronomicon'''&lt;br /&gt;
&lt;br /&gt;
Your Mythic Tome is modeled after the dread Necronomicon. You can summon Eldritch and such.&lt;br /&gt;
&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;
|'''Necronomicon'''&lt;br /&gt;
|igure of Legend&lt;br /&gt;
Incompatibilities: Comedy, Tragedy, Creature Compendium, Faerie Tale, Book of Souls, Book of the Damned&lt;br /&gt;
|Gain Unnamable Horror, which you can use when you Summon Protagonist.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unnamable Horror&amp;lt;/u&amp;gt; You may summon an Eldritch of Monster Level 4 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper, Necronomicon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necronomicon II'''&lt;br /&gt;
|Prerequisites: Necronomicon&lt;br /&gt;
Incompatibilities: Comedy II, Tragedy II, Creature Compendium II, Faerie Tale II, Book of Souls II, Book of the Damned II&lt;br /&gt;
|Gain Eldritch Bargain. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Eldritch Bargain&amp;lt;/u&amp;gt; When you summon an Eldritch creature with Unnamable Horror, you can make yourself Sickened for the duration to give it TA and +2 damage for the duration.&lt;br /&gt;
|''Troubadour, Legend Keeper, Necronomicon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necronomicon III'''&lt;br /&gt;
|Necronomicon II, Written Tradition I&lt;br /&gt;
|Your Unnamable Horror ability can summon Eldritch of ML 6 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper, Necronomicon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necronomicon IV'''&lt;br /&gt;
|Necronomicon III, Written Tradition III&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Knowledge tag. Gain the Tamat Primal Aspect. Learn the Acid Stream Chant. It counts as an Arcane or Psionic for you but do not gain power. Gain +5 SP and +1 Arcane Power or +1 Psionic Power.&lt;br /&gt;
|''Troubadour, Legend Keeper, Necronomicon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necronomicon V'''&lt;br /&gt;
|Necronomicon IV&lt;br /&gt;
|Your NPC and Common Beast creatures that you summon gain tentacles that replicate their previous melee [[weapons]] but give +5 ft Reach.&lt;br /&gt;
|''Troubadour, Legend Keeper, Necronomicon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necronomicon VI'''&lt;br /&gt;
|Necronomicon V&lt;br /&gt;
|(1/Rest) Gain Aberrant Bargain, which you can use when you Summon Protagonist. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aberrant Bargain&amp;lt;/u&amp;gt; Summon an Eldritch of ML 12 or lower. When you do, make an INT (Arcana) check vs DC 15 + the creature’s ML. If you hit, it is friendly towards you and your allies. If you miss, it is hostile towards you and your allies as well as your enemies. If hostile towards your allies, you become Sickened for the next 1 hour and gain 1 Fatigue. &lt;br /&gt;
|''Troubadour, Legend Keeper, Necronomicon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necronomicon  VII'''&lt;br /&gt;
|Prerequisites: Necronomicon VI, Plot Twist&lt;br /&gt;
|Gain one additional use of Summon Protagonist. It can only be used on the Unnamable Horror option. Your Unnamable Horror ability can summon Eldritch creatures of Monster Level 8 or lower.&lt;br /&gt;
|''Troubadour, Legend Keeper, Necronomicon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lorist Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lorist'''&lt;br /&gt;
|Troubadour Entry&lt;br /&gt;
|Choose one: Adept of the Psionic or Student of the Arcane. Learn that talent unless you already knew one or both of these talents. Your ability to cast magic is contained in your lorebook, which might be a tome of poetry, stories, or music penned by you or by the greats whose work you idolize. If you chose Arcane, then each time you level up and spend your talent point on a talent in the Lorist stack, you gain +5 SP and +1 Arcane Power. If you chose Psionic, then each time you level up and spend your talent point on a talent in the Lorist stack, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Multitalented'''&lt;br /&gt;
|Lorist&lt;br /&gt;
|Gain +6 Skill Points you can spend on any skills. You cannot spend more than 4 points on a single skill.&lt;br /&gt;
|''Troubadour, Lorist, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Record Magic'''&lt;br /&gt;
|Multitalented&lt;br /&gt;
|Gain Replicate Spell. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Replicate Spell&amp;lt;/u&amp;gt;. When someone within 60 ft of you casts a Spell, you may spend 2 Reactive AP to magically replicate that spell, inscribing it into your Lorebook. You can cast Spells that are in your Lorebook by spending the appropriate AP and SP. Once you cast a spell from your Lorebook, it fades and you lose access to it from this ability. Inscribed spells last for up to 2 days, until you use it, or until you dismiss it from your Lorebook for 1 AP. You can only have two spells inscribed in your Lorebook at a time.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lorist II'''&lt;br /&gt;
|Record Magic&lt;br /&gt;
|Gain one cantrip, chant, or prayer from any source. It counts as Arcane or Psionic for you, based on your selection in Lorist. Your selection from this feature does not gain power as you level up.&lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciplined Study'''&lt;br /&gt;
|Lorist II&lt;br /&gt;
|(1/Month) When you would Take a Rest, you may forego all benefits of Taking a Rest and instead redistribute all of your Skill Points as you intensively study and train. &lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lorist III'''&lt;br /&gt;
|Disciplined Study&lt;br /&gt;
|Gain one ritual or invocation with no prerequisites from any Source. It counts as Arcane or Psionic for you, based on your selection in Lorist.&lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Photographic Memory'''&lt;br /&gt;
|Lorist III&lt;br /&gt;
|You are immune to magical effects that would alter your memory, and can recall events up to 1 month prior with perfect accuracy.&lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lorist IV'''&lt;br /&gt;
|Photographic Memory&lt;br /&gt;
|Gain one spell from any source. It counts as Arcane or Psionic for you, based on your selection in Lorist.&lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Record Magic II'''&lt;br /&gt;
|Lorist IV&lt;br /&gt;
|Spells in your Lorebook last for up to 1 week, and you can have a number of recorded spells equal to 1⁄2 INT.&lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lorist V'''&lt;br /&gt;
|Record Magic II&lt;br /&gt;
|Gain two cantrips, chants, or prayers from any Source. They count as Arcane or Psionic for you, based on your selection in Lorist. Your selections from this feature do not gain power as you level up.&lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciplined Study II'''&lt;br /&gt;
|Lorist V&lt;br /&gt;
|You can use Disciplined Study 1/Week, and gain the benefits of Taking a Rest when you do.&lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lorist VI'''&lt;br /&gt;
|Disciplined Study II&lt;br /&gt;
|Gain one ritual or invocation from any Source with no prerequisites or with Prerequisites that are no higher than “Tier 2” or Source Power 7. This choice counts as Arcane or Psionic for you, based on your selection in Lorist.&lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Record Magic III'''&lt;br /&gt;
|Lorist VI&lt;br /&gt;
|(1/Rest) Spells you learn with Record Magic remain in your Lorebook for up to 1 month. When you cast a Spell from your Lorebook, you can immediately put it back into your book for 0 AP. &lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lorist VII'''&lt;br /&gt;
|Record Magic III&lt;br /&gt;
|Gain two Spells from any Source. They count as Arcane or Psionic for you, based on your selection in Lorist.&lt;br /&gt;
|''Troubadour, Lorist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Student of the Fundamental'''&lt;br /&gt;
|Lorist VII&lt;br /&gt;
|You have tremendous renown as a versatile academic scholar. Those in the academic world hold your opinions in very high regard. You are capable of using Fundamental Source to replicate any spell. Pick one spell from any source that costs 75 SP or less. You know that Spell and it counts as Arcane or Psionic for you. You can reselect your spell 1/Month.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; You can reselect your spell 1/Week, and can choose a spell from any source that costs 100 SP or less.&lt;br /&gt;
|''Troubadour, Lorist, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lyricist Talents ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Stanza Repertoire'''&lt;br /&gt;
|Troubadour 1&lt;br /&gt;
|Learn two Stanzas of your choice.&lt;br /&gt;
|''Troubadour, Lyricist, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Performer's Props'''&lt;br /&gt;
|Troubadour 1&lt;br /&gt;
|Gain one Stanza of your choice. Eaach time you Take a Rest, you may choose whether your Stanzas are Auditory or Visual.&lt;br /&gt;
|''Troubadour, Lyricist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Stanza'''&lt;br /&gt;
|Troubadour 3&lt;br /&gt;
|Pick two Stanzas that you know. You gain access to their rank 2 abilities.&lt;br /&gt;
|''Troubadour, Lyricist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Artistic Signature'''&lt;br /&gt;
|Great Stanza&lt;br /&gt;
|Choose one Great Stanza you know. You can use that Stanza CHA/Recoup.&lt;br /&gt;
|''Troubadour, Lyricist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Diverse Repertoire'''&lt;br /&gt;
|Troubadour 8&lt;br /&gt;
|You can reselect the Stanzas that you know. (1/Month)&lt;br /&gt;
|''Troubadour, Lyricist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Stanza'''&lt;br /&gt;
|Troubadour 8&lt;br /&gt;
|Pick two Stanzas that you know and have used Great Stanza on. Gain their Rank 3 abilities.&lt;br /&gt;
|''Troubadour, Lyricist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Artistic Signature II'''&lt;br /&gt;
|Grand Stanza, Artistic Signature&lt;br /&gt;
|Choose one Great Stanza and one Grand Stanza that you know. You can use each of them CHA/Recoup.&lt;br /&gt;
|''Troubadour, Lyricist''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stanzas ====&lt;br /&gt;
When you gain the ability to use Stanzas, choose Auditory or Visual. If Auditory, creatures must hear you to be affected; if Visual, they must see you. Stanzas cost 1 AP. Stanzas last until the end of your next turn unless otherwise noted. A Stanza’s base range is 40 ft. You can use the same Stanza multiple times in one turn, and can use different Stanzas on the same turn. A creature can only be affected by one Stanza at a time. If you use a Stanza on a creature already under the effects of one of your Stanzas, your old Stanza ends; if they are under the effects of a Stanza from another Troubadour, roll CHA vs the other Troubadour’s Will. On a hit, your Stanza takes effect. On a miss, you lose your 1 AP and there is no effect. If you use a Stanza with the Scorn tag, make a CHA attack vs the creature’s WILL. If you hit, the Stanza takes effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Stanzas&lt;br /&gt;
!Rank 1&lt;br /&gt;
!Rank 2 (2/Recoup)&lt;br /&gt;
!Rank 3 (2/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|'''Antagonism''' &lt;br /&gt;
|Scorn: Creature is Taunted by you. &lt;br /&gt;
|Range is 120 ft.&lt;br /&gt;
|Range is 120 ft, target two creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Clarity'''&lt;br /&gt;
|You or an ally is Focused against a creature of your choice within 40 ft of you.&lt;br /&gt;
|This affects two allies or you and one ally.&lt;br /&gt;
|This affects three allies or you and two allies.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dazzling'''&lt;br /&gt;
|You or an ally becomes Blinded, or use Scorn to Blind an enemy. Requires that your Stanzas are Visual.&lt;br /&gt;
|Target two creatures. &lt;br /&gt;
|Target three creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Deafening'''&lt;br /&gt;
|You or an ally becomes Deafened, or use Scorn to Deafen an enemy. Requires that your Stanzas are Auditory.&lt;br /&gt;
|Target two creatures. &lt;br /&gt;
|Target three creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Disdain'''&lt;br /&gt;
|Costs 1 Extra AP (2 total)&lt;br /&gt;
Scorn: Creature takes 1d4 Psychic damage.&lt;br /&gt;
|Creature takes 1d8 Psychic damage.&lt;br /&gt;
|Creature takes 1d12 Psychic damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dread'''&lt;br /&gt;
|Scorn: Creature is Frightened of you. &lt;br /&gt;
|Range is 120 ft.&lt;br /&gt;
|Range is 120 ft, target two creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Glumness'''&lt;br /&gt;
|Scorn: Creature gains Demoralized. &lt;br /&gt;
|Target two creatures. &lt;br /&gt;
|Target three creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grace'''&lt;br /&gt;
|Scorn: Creature is Charmed by you. &lt;br /&gt;
|Target two creatures. &lt;br /&gt;
|Target three creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mettle'''&lt;br /&gt;
|You or an ally is Protected. &lt;br /&gt;
|Range is 120 ft. &lt;br /&gt;
|Range is 120 ft, targets two allies or you and one ally.&lt;br /&gt;
|-&lt;br /&gt;
|'''Quivering'''&lt;br /&gt;
|Scorn: Creature gains Shaken. &lt;br /&gt;
|Range is 120 ft. &lt;br /&gt;
|Range is 120 ft, target two creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Silencing'''&lt;br /&gt;
|Scorn: Creature becomes Silenced. &lt;br /&gt;
|Target two creatures. &lt;br /&gt;
|Target three creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Valor'''&lt;br /&gt;
|You or an ally is Rallied. &lt;br /&gt;
|This affects two allies oryou and one ally.&lt;br /&gt;
|This affects three allies or you and two allies.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigor'''&lt;br /&gt;
|You or an ally gains 1d4 [[Shield]] HP. (Because Stanzas end at the end of your next turn, this Shield HP goes away at that point)&lt;br /&gt;
| This affects two allies or you and one ally.&lt;br /&gt;
| This affects two allies or you and one ally. It bestows 1d8 Shield HP.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Tinkerer&amp;diff=1363</id>
		<title>Tinkerer</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Tinkerer&amp;diff=1363"/>
		<updated>2023-11-29T19:15:57Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You have never been able to keep from fidgeting, and you’re always reaching for clockwork, screws, wires, and the like as you seek to create new inventions or improve upon existing ones. You have always had a penchant for tinkering and exhibit relentless ingenuity. You quickly gained notoriety as  someone who could always find a way to enhance anything with mechanical parts. Unquenchably curious, you always seek to understand how something works and how it might be improved upon. What is your medium of choice? Tinkerers often favor metal and wood due to their versatility, but other substances can make for interesting inventions as well.When you invent something, what motivates you? Are you most concerned with improving your quality of life by making existing technology more effective, or are you looking to break the confines of science as your contemporaries understand it? Do you have some grand idea for a new invention that will revolutionize the world?&lt;br /&gt;
&lt;br /&gt;
===Tinkerer Stacks===&lt;br /&gt;
'''Inventor''' A skilled and creative inventor, you can make all manner of gadgetry and manage a tremendous inventory of&lt;br /&gt;
useful items.&lt;br /&gt;
&lt;br /&gt;
'''Magitechnician''' Through unstable experiments, you have accessed the [[arcane]] source of magic and can fuel spells with&lt;br /&gt;
your inventions.&lt;br /&gt;
&lt;br /&gt;
'''Augmentor''' You specialize in creating powerful [[armor]] that implements [[weapons]], gadgets, and enhanced defenses, turning you into a tremendous front-line fighter.&lt;br /&gt;
&lt;br /&gt;
'''Alchemist''' By developing potions and alchemical reagents, you can bolster your allies or [[damage]] your foes.&lt;br /&gt;
&lt;br /&gt;
===Tinkerer Entry===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Tinkerer Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following&lt;br /&gt;
abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Tools of the Trade&amp;lt;/u&amp;gt; You gain a set of Tinker’s Tools&lt;br /&gt;
* &amp;lt;u&amp;gt;Masterwork&amp;lt;/u&amp;gt; You specify a weapon or set of armor as your focus. You can change your focus by spending at least a day tinkering with your new focus. Your currently focused item gains +1 to hit and damage if a weapon, and +1 to AR if armor. These bonuses are in addition to any enhancements, enchantments, or other bonuses to that weapon or armor’s statistics. If you change your Masterwork focus, your old focus loses the improvements from this talent.&lt;br /&gt;
* &amp;lt;u&amp;gt;Rig&amp;lt;/u&amp;gt; (1/Rest) You can very quickly cobble together an improvised set of tools, a simple item (like a crowbar or pulley), which lasts for a single use. Alternatively, you can patch a simple broken item (such as a rowboat with a hole, or a busted door drawbar), which lasts for 1 hour. &lt;br /&gt;
|''Class Entry, Tinkerer''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Alchemist Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|Each time you Take a Rest, you make two Alchemy Creations. Your first option for Alchemy Creations is Alchemy Flasks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Alchemy Flask&amp;lt;/u&amp;gt; Create an Alchemy Flask. Choose a spell from the Formula list, and that spell is synthesized. When a creature drinks the potion (1 AP to drink, 2 AP to feed to someone else), that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.” These creations become impotent after 24 hours.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Create Potion'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Add Healing Vials to your possible creations. When creating Healing Vials in this way, you do not need to spend the material components, but they expire after 24 hours.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Create Bomb'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Add Alchemy Bombs to your possible creations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Alchemy Bomb&amp;lt;/u&amp;gt; 2 AP to throw an alchemy bomb, which has a thrown range of 20 ft. Make a DEX vs REF attack roll, dealing, 2d6 fire damage to all creatures within a 5 ft radius of the bomb’s point of contact, and 1⁄2 damage on a miss.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quaff'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Once on each of your turns, you may drink a potion without spending AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire in the Hole!'''&lt;br /&gt;
|Alchemy, Create Bomb&lt;br /&gt;
|When you throw a bomb, you can now specify a number of targets equal to or less than your INT. Those creatures take no damage from your bombs.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy II'''&lt;br /&gt;
|Alchemist 4&lt;br /&gt;
|You can now make four Alchemy Creations when you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion Upgrade'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Your Healing Vials become Healing Potions.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Flast Upgrade'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Your flask is designed for quick [[combat]] consumption. Using an Alchemist Flask no longer triggers the Exploit maneuver or other reactive [[actions]].&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bomb Upgrade'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|Your Bombs deal additional damage equal to your INT.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Injector'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|You can administer Potions or Flasks for 1 AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Bombs'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|You can create bombs that deal cold or corrosive damage instead of fire, choosing the type of damage when you create the bomb.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Up my Sleeve'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|If none of your creations for the day are bombs, you gain one Alchemy Bomb.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality Solution'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|You can create Vitality Solutions, which grant 3d4+INT Shield HP upon consumption.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy III'''&lt;br /&gt;
|Alchemist 9&lt;br /&gt;
|You can now create six Alchemy Creations when you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosion Upgrade'''&lt;br /&gt;
|Alchemy III, Create Bomb&lt;br /&gt;
|Your bombs now target creatures in a 10 ft radius from the bomb’s point of contact.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flask Efficiency'''&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|When one of your flasks is used, the creature that uses it rolls a 1d6. On a 6, the flask is not consumed. Once this feature is used successfully, you lose this ability until after you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tolerance'''&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|You gain Resist Corrosive 3 and Resist Fire 3.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Injector Upgrade'''&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|You can now administer Potions or Flasks at a range of 20 ft by spending 3 AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Alchemist'''&lt;br /&gt;
|Alchemist 14&lt;br /&gt;
|Brewers, poisoners, and potion-makers all respect you as a master of the craft. Many would gladly pay you handsomely to teach them the secrets of your [[skills]]. You can make a number of Alchemy Creations equal to your INT, and your creations remain potent for 48 hours. You no longer lose your Flask Efficiency ability after it is successful.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Your Flask Efficiency ability is successful on a roll of 4-6.&lt;br /&gt;
|''Tinkerer, Alchemist, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Alchemist Formula List ====&lt;br /&gt;
Each time you use your Alchemist Formula, select a magical ability from this list.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source Magic&lt;br /&gt;
!Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|[[Air Bubble|Air bubble]], Arcane Shield, Death Ward, Fire Shield, [[Mage]] Armor, Sense Magic, Shield&lt;br /&gt;
|-&lt;br /&gt;
|[[Divine]]&lt;br /&gt;
|Heroism&lt;br /&gt;
|-&lt;br /&gt;
|[[Occult]]&lt;br /&gt;
|Cloven Step, Hex of the Unseen, Silhouette, Warp Step&lt;br /&gt;
|-&lt;br /&gt;
|[[Primal]]&lt;br /&gt;
|Catclaw, Fleetfoot (Tier 2), Intuition (1 Min Duration), Bullish Strength (1 min Duration), Piscism. &lt;br /&gt;
|-&lt;br /&gt;
|[[Psionic]]&lt;br /&gt;
|Conceal, Create Weapon (! min duration), Giant, Hasten (30 Sec duration), Invisability, Iron Body (20 Sec Duration), Jump, Levitate, Mirror Images, Sense Danger&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Augmentor Track ====&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;
|'''Augmentor'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
Incompatible: Breakthrough&lt;br /&gt;
|You gain the Armor Augmentation ability. This replaces your Masterwork ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Armor Augmentation&amp;lt;/u&amp;gt; Choose a set of armor that will become Your Augmented Armor. It encases your entire body and grants you +1 to all defenses in addition to its base stats. You are treated as one Size category larger than you would normally be for the purposes of lifting, carrying, dragging, and grappling. You can change your Augmented Armor after Taking a Rest and spending 2 additional hours disassembling your old Augmented Armor.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Weapon'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You may install a weapon into your armor, losing the ability to be disarmed of that weapon.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Shield'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You may install a shield onto one of your arms. You can spend 1 AP to activate the shield and 1 AP to lower the shield. When it is lowered, you can wield a weapon with that hand. When it is activated, you can manipulate and carry objects, but cannot make attacks with that arm.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Compartment'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You gain a compartment on one of your Augmented Armor’s forearms or thighs that fits 1 cubic ft of materials. You can spend 1 AP to stow items in it. Someone breaking into the compartment must make a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/ Lockpicking check to open it.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Launcher'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can gain double the range of your thrown items.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappler'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|If you have Line of Effect, you can spend 3 AP to fire a free hand at a creature within 15 ft of you, attacking their REF with your STR or DEX. If it hits and the target is your size or lower, you can pull the target to you as part of the same attack. If it is larger, you can pull yourself to it as part of the same attack.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Booster'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can spend 1 AP to gain +10 ft to your speed until the end of your turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Absorption'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can spend 1 Reactive AP to reduce [[elemental]] damage by 1d6. You can unleash this on your next attack, dealing additional damage equal to the amount of damage this feature absorbed.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive Armor'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|If you suffer a crit, you take damage as usual, then you gain Resist against the type of damage you took until the start of your next turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sentry Armor'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Engage&amp;lt;/u&amp;gt; By spending 2 AP, you can impose the Engaged condition on a creature within 5 ft of you. This lasts until the start of your next turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor II'''&lt;br /&gt;
|Augmentor 5&lt;br /&gt;
|Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Audio Dampeners'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|You may spend 2 AP to become immune to sonic damage and effects that require you to hear until the beginning of your next turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappler II'''&lt;br /&gt;
|Augmentor II, Grappler&lt;br /&gt;
|Your Grappler attack gains +10 ft range, and if you hit, the target is immediately Grappled.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sentry Armor II'''&lt;br /&gt;
|Augmentor II, Sentry Armor&lt;br /&gt;
|You can now enhance your Engage ability, engaging one additional target within 5 ft of you for each additional 1 AP you spend on the ability.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Quick COmpartment'''&lt;br /&gt;
|Augmentor II, Quick Compartment&lt;br /&gt;
|Your quick compartment may now store liquid, and can be climate controlled between 50 and 120 degrees fahrenheit (Named for Doctor Franklin Fahrenheit, who discovered the Coldstone and Fireflecks used in this invention).&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Mini Turret'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|By spending 1 hour working on your armor, you can install an automated crossbow turret on your shoulder. This crossbow has a 60 ft range and deals 1d4 sharp damage on a hit. When you specify, it fires at a target you can see with Line of Effect at the end of each of your turns while you have ammunition.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Weapon II'''&lt;br /&gt;
|Augmentor II, Install Weapon&lt;br /&gt;
|You can install a second weapon into your armor. Gain the ability to freely switch between weapons.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Slam'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|You gain the Power Slam ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Power Slam&amp;lt;/u&amp;gt; You may spend 4 AP to slam a weapon into the ground, attacking all creatures within 5 ft of you. Make a weapon attack vs the FORT of each creature in range. On a hit, creatures take damage from the weapon as usual and are also pushed 5 ft directly away from you.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''HoverJet'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|Spend 1 AP or 1 Reactive AP to gain the ability to Hover for 1 minute. You can choose to slowly descend during the duration. (3/Rest)&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor III'''&lt;br /&gt;
|Augmentor II, Augmentor 10&lt;br /&gt;
|Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Transfer'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You may spend 3 AP to transfer all [[conditions]] from a creature you are grappling to yourself, except for Grappled and Restrained.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Booster II'''&lt;br /&gt;
|Augmentor III, Arcane Booster&lt;br /&gt;
|You gain a Fly Speed equal to your speed for 1 minute. (3/ Rest)&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heroic Landing'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You no longer take falling damage when falling less than 30 ft. If you fall at least 20 ft, you can attack all creatures 10 ft&lt;br /&gt;
of where you land with your STR or DEX vs their REF. If you hit, they take 1d8 blunt damage and are knocked prone.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cradle'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You may cover an ally in your Augmented Armor once per round. Choose an ally within 5 ft of you who is being attacked by an attacker you can see. You can take the damage in their place by spending 1 Reactive AP. Regain the ability to do this at the beginning of your next turn. The triggering attack automatically hits you.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cradle II'''&lt;br /&gt;
|Augmentor III, Cradle, Grappler&lt;br /&gt;
|You may now use your Grappler to pull an ally to you. When an ally within reach of your Grappler ability would take damage, you may spend 1 Reactive AP to pull them to an unoccupied space within 5 ft of you and take the damage for them.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor Extraordinaire'''&lt;br /&gt;
|Augmentor 14&lt;br /&gt;
|Your augmented armor has become an extension of your person. You have perfected it and know every nook and cranny, every quirk and crack. Gain +1 to all of your defenses. Crits no longer automatically hit you, and if they do hit, they only deal normal damage.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; (3/Recoup) Gain the Intuitive Defenses ability. Intuitive Defenses. When a creature attacks you, you may spend 2 reactive AP to lower one of your defenses by X, increasing another one of your defenses by X. Your defenses remain altered in this way until the start of your next turn. &lt;br /&gt;
|''Tinkerer, Augmentor, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Inventor Track ====&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;
|'''Inventor'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|You can make a variety of unique nonmagical items assuming you have the time and materials. You learn [[how to]] make five items from the Tinkering Item List, and can carry up to five items of this nature at a time. Special Arrows &amp;amp; Bolts do not count toward this total. Only you may use items that you create from the Tinkering Item list. &lt;br /&gt;
For every 2 hours you spend tinkering, make an INT check using a Crafting skill with your Tinker’s Tools, and note the results. Tinkering checks are cumulative. For example, if you roll a 11 on day 1, and a 19 on day two, that is considered 30.&lt;br /&gt;
If you have access to a workshop, the Tinkering Check total required is halved. Your first 2 hours of tinkering a day can be a part of Taking a Rest. See the Tinkering Item List for a list of items, and note that your MC may allow additional items!&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvage'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can break down nonmagical items for materials and use them for other items or their currency cost whenever you spend time tinkering. Most items can be broken down as a part of the time you spend tinkering on other inventions. A particularly complex or large item may have a tinkering cost, determined by your MC.&lt;br /&gt;
If you’re breaking down items for currency, you can find someone to purchase the materials for 80% of the item’s value, regardless of the item’s state of repair, anywhere where there is trade of raw materials. Salvaged items are unrecognizable, which means you can sell them even if the item itself may have baggage that&lt;br /&gt;
would make it undesirable, such as being believed to be haunted or stolen.&lt;br /&gt;
If you salvage items to use for Tinkering parts, take the sc value of the item you’re salvaging, and reduce your&lt;br /&gt;
Tinkering check requirement for whatever you’re crafting by that amount.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Every time you take a level in the Inventor track, gain +2 in a Crafting skill of your choice. This works retroactively, granting you +2 for all Inventor track talents you have already taken.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repairs'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Exhaustible items with more than 1 use take half the Tinkering to create after you’ve created them once.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Craft'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering requirement of the first item.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Additional BLueprints'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You learn two new blueprints from the Tinkering Item List.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Space Efficiency'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can carry five additional tinkering items.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Safety Precautions'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can now add +20 to the Tinkering required in order to craft Tinkering items that others can use.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Breakthrough'''&lt;br /&gt;
|Inventor 5&lt;br /&gt;
Incompatible: Augmentor&lt;br /&gt;
|Choose a magical item, weapon, or piece of armor that you possess and that requires 25 or fewer Essence Points and Salvage it. You learn how to add that item’s abilities, or “Enchantments” for the purpose of the abilities in the Tinkering track, to your Masterwork. You can add or change enchantments to your Masterwork by spending 2 hours Tinkering with it. A single magical item, weapon, or armor piece counts as one Enchantment, even if it has multiple abilities.&lt;br /&gt;
You can know a number of Enchantments equal to your INT, and can have a number of Enchantments active on your Masterwork at onetime equal to 1⁄2 your INT. You must also observe the typical rules for Essence Points. However, your Masterwork uses only half the Essence Points you have imbued onto it through Masterwork Enchantments. For example, if you have three Enchantments&lt;br /&gt;
with 80 total Essence Points, your Masterwork uses 40 of your Essence Points.&lt;br /&gt;
Weapons can be improved with Item or Weapon Enchantments. Armor can be improved with Item or Armor enchantments or improvements. Items can be improved only with Item enchantments or improvements. If you change your Masterwork, it loses this improvement until you add it to your Masterwork again.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inventor II'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|You can now make a Tinker’s Tools check every hour, instead of every 2 hours.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Munitions Focus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|Whenever you use your Tinkering to create ammunition, if you have fewer than 20 special arrows or bolts, you can now create your first 20 arrows or bolts in the time it would take you to make one. Special Arrows or Bolts beyond 20 take the normal Tinkering. Additionally, you can make up to 40 mundane arrows or bolts without any chance of failure and minimal components&lt;br /&gt;
(including broken bolts or arrows) by spending at least 1 hour tinkering.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor FOcus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|If your Masterwork is Armor, it gains an additional +1 to all physical defenses.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor Alchemist'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|Your armor sprays cost half the tinkering (minimum 10).&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Focus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|If your Masterwork is a Weapon, it gains an additional +1 to hit and +1 to damage.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of the Masterwork'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|The Essence point cap for Masterwork Enchantment increases to 33.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of the Masterwork II'''&lt;br /&gt;
|Soul of the Masterwork&lt;br /&gt;
|The Essence point cap for Masterwork Enchantment raises to 50.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Breakthrough II'''&lt;br /&gt;
|Breakthrough, Inventor 10&lt;br /&gt;
|You can now learn three Enchantments from salvaging magical items. If you would learn beyond your limit, you can choose which one to forget, but your Masterwork would lose that enchantment. Your Masterwork can now have 2 enchantments active on it.&lt;br /&gt;
Changing enchantments on your Masterwork only takes 1 hour of Tinkering. These enchantments cannot stack if they are exactly the&lt;br /&gt;
same. For example if you salvage two items that give +1 to hit, you can only enchant your Masterwork with +1 to hit once. But if you then salvage an item that gives +1 to hit and +1d6 fire damage, you can enchant your Masterwork with +2 to hit and 1d6 extra Fire damage.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchantment BLueprints'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|You can learn an additional Masterwork Enchantment.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Config'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|You can change your Masterwork Enchantment configuration as a part of a Recoup.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor Focus II'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|If your Masterwork is armor, it gains an additional +1 to all physical and mental defenses.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consumable Mastery'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|Choose an exhaustible Tinkering item with more than one use. You now recharge that item on Taking a Rest without a required Tinkering check.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Focus'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|If your Masterwork is a weapon, mods installed on your Masterwork no longer count towards your limit of carried Tinkering items.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Inventor'''&lt;br /&gt;
|Inventor 14&lt;br /&gt;
|You are a renowned inventor and tinkerer whose creations are the subject of song and gossip. Many young minds seek to enter apprenticeship with you and the leading minds in engineering and education hold you in utmost regard. Your Masterwork is now a creation of some renown. It can now hold three Masterwork Enchantments. If it is a weapon, it gains a bonus to damage rolls equal to 1⁄2 your INT.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; The final cap on your INT increases from 12 to 14.&lt;br /&gt;
|''Tinkerer, Inventor, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Tinkering Item List General Modifications =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|'''Anti-Durglary Trigger'''&lt;br /&gt;
|100&lt;br /&gt;
| -&lt;br /&gt;
|Apply this mod to a weapon. Anyone that attempts to wield that weapon and is unaware of the trigger must make a DC 20 AWR check. On a fail, they take 3d6 corrosive damage as acid and paint spray over them&lt;br /&gt;
|-&lt;br /&gt;
|'''Anti-Magic Cuffs'''&lt;br /&gt;
|120 &lt;br /&gt;
| 1&lt;br /&gt;
| If you successfully restrain a creature with these cuffs, they cannot use magic. It requires a DC 20 INT/Lockpicking or STR/Applied Force check to break these cuffs. You also make a key that can unlock these cuffs.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caltrops'''&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|Gain Caltrops, which can be thrown 10 ft by spending 1 AP. They cover a 10 ft by 10 ft area, which becomes hazardous terrain (1d2 sharp).&lt;br /&gt;
|-&lt;br /&gt;
|'''Crossbow Mod: Repeating'''&lt;br /&gt;
|120&lt;br /&gt;
| -&lt;br /&gt;
|Reduce the AP needed to fire the crossbow that this is affixed to by 1 (min 2).&lt;br /&gt;
|-&lt;br /&gt;
|'''Crossbow Mod: Thrower'''&lt;br /&gt;
|100&lt;br /&gt;
| -&lt;br /&gt;
|You may load tinkering items with the Thrown tag into your crossbow, giving them double their Thrown range. Using any item in this way costs 3 AP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dimensional Case'''&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 10 cubic ft on the inside.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dimensional Case (Greater)'''&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 40 cubic ft on the inside.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Goggles'''&lt;br /&gt;
|80&lt;br /&gt;
|3&lt;br /&gt;
|By spending 1 AP, a creature wearing these goggles gains 60 ft of Darkvision for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flame-Retardant Spray'''&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Fire 5 for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fog Machine'''&lt;br /&gt;
|150&lt;br /&gt;
| -&lt;br /&gt;
|By spending 4 AP, you may activate the machine. At the start of each of your turns, the machine produces fog. It begins as a 10 ft radius cloud of fog and extends by 10 ft on each of your turns until it is a 30 ft radius. Fog causes the Concealed condition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gas Mask'''&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|By spending 2 AP to activate the gas mask, a creature becomes immune from any dangerous effects of breathing for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappling Hook Launcher'''&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt, then you do so and affix a rope to the surface.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappling Hook: Magnetic'''&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt or is metallic, then you securely affix a rope to that surface.&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulating Spray'''&lt;br /&gt;
|80 &lt;br /&gt;
|2 &lt;br /&gt;
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Cold 5 for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mechanical Lockpick'''&lt;br /&gt;
|40 &lt;br /&gt;
|3 &lt;br /&gt;
|Gain +5 to Lockpicking, which can exceed the normal cap of +20 in a given skill. You do not need additional lockpicking tools if you have this.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mini-Turret'''&lt;br /&gt;
|160 &lt;br /&gt;
|3 &lt;br /&gt;
|You may spend 3 AP to deploy an automated crossbow turret with a 60 ft range, which deals 1d6 sharp damage on a hit. At the end of each of your turns, it fires at a target you specify and has an attack bonus equal to 1⁄2 your INT. It has 10 HP and all of its defenses are 10. It acts for 3 rounds before shutting down.&lt;br /&gt;
|-&lt;br /&gt;
|'''Oxygen Balloon'''&lt;br /&gt;
|20 &lt;br /&gt;
|3 &lt;br /&gt;
|A creature can activate this by spending 3 AP, gaining the ability to breathe underwater for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Parachute'''&lt;br /&gt;
|30 &lt;br /&gt;
|1 &lt;br /&gt;
|By spending 1 AP or Reactive AP, you take no falling damage and descend at a rate of 100 ft per round until you land. Pop Up Tent 30 - By spending 2 AP to activate this tent, it automatically sets itself up over the course of 1 minute. It sleeps two people comfortably and fits in a 6ft by 6ft by 3ft space.&lt;br /&gt;
|-&lt;br /&gt;
|'''Portable Battering Ram'''&lt;br /&gt;
|60 &lt;br /&gt;
|3 &lt;br /&gt;
|Gain +10 on STR checks made to open or break doors.&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion Injector'''&lt;br /&gt;
|50 &lt;br /&gt;
|3 &lt;br /&gt;
|You can consume and administer potions for 1 AP. This does not provoke reactive attacks, such as from Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickstep Boots'''&lt;br /&gt;
|120 &lt;br /&gt;
|5 &lt;br /&gt;
|The wearer may spend 1 AP to increase their speed by 10 ft whenever they use AP to move until the end of their next&lt;br /&gt;
turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranged Mod: Telescopic Sight'''&lt;br /&gt;
|70&lt;br /&gt;
| - &lt;br /&gt;
|The ranged weapon with this modification gains +30 ft range.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rope Bridge Kit'''&lt;br /&gt;
|100 &lt;br /&gt;
|1 &lt;br /&gt;
|Create a sturdy rope bridge 30 ft in length.&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Shield'''&lt;br /&gt;
|80&lt;br /&gt;
| - &lt;br /&gt;
|Choose one shield to enhance. It adds +2 to AR for the next 10 times that its wielder is attacked.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self-Inflating Raft'''&lt;br /&gt;
|120 &lt;br /&gt;
|1 &lt;br /&gt;
|When you spend 1 AP to activate this raft, it inflates into a fully functioning raft over 20 seconds. It can support up to 1000 lbs in weight and is 6ft by 10 ft in length.&lt;br /&gt;
|-&lt;br /&gt;
|'''Signal Flare'''&lt;br /&gt;
|10 &lt;br /&gt;
|1 &lt;br /&gt;
|You can throw the signal flare up to 40 ft. It creates bright light for 10 ft and dim light for another 10 ft beyond that, and the bright light is visible up to 40 miles away if Line of Sight permits. The signal flare ignores phenomena that would cause the Concealed condition, but is blocked by Cover.&lt;br /&gt;
|-&lt;br /&gt;
|'''Siren Whistle'''&lt;br /&gt;
|15&lt;br /&gt;
| - &lt;br /&gt;
|Spending 1 AP blowing into this whistle creates a loud noise that can be heard up to a mile away.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spring-Heeled Boots'''&lt;br /&gt;
|100&lt;br /&gt;
| - &lt;br /&gt;
|The wearer’s jumping height increases by 10 ft.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Alarm'''&lt;br /&gt;
|20&lt;br /&gt;
|1 &lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 30 ft line. Once a creature moves through that line, an audible alarm sounds.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Net'''&lt;br /&gt;
|30 &lt;br /&gt;
|1 &lt;br /&gt;
|It takes 10 minutes to set this trap. Once set, this trap can be spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft&lt;br /&gt;
area. When a creature steps on the area, make a +5 attack vs REF. On a hit, all targets within its area are Restrained. It has 10 AR and 20 HP. It has DR 40/Sharp.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Razor Wire'''&lt;br /&gt;
|35 &lt;br /&gt;
|1 &lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 14 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, it takes 2d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Tripwire'''&lt;br /&gt;
|15 &lt;br /&gt;
|1 &lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, that creature falls prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mod: Chain'''&lt;br /&gt;
|40 &lt;br /&gt;
|3 &lt;br /&gt;
|When you would be disarmed, lose 1 charge of this item instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Whetstone'''&lt;br /&gt;
|15 &lt;br /&gt;
|3 &lt;br /&gt;
|During a Recoup, you can use this on a weapon of your choice. That weapon gains a +1 bonus to attack and damage rolls for 1 hour after you end your Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Special Ammo =====&lt;br /&gt;
You can make any of these modifications to arrows or to crossbow bolts&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|'''Barbed'''&lt;br /&gt;
|20&lt;br /&gt;
| - &lt;br /&gt;
|Attack vs FORT. Hit: 1d4 sharp, and Bleeding (1d4) for 1 minute or until treated (whichever is sooner).&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive'''&lt;br /&gt;
|40&lt;br /&gt;
| 1 &lt;br /&gt;
|Attack vs FORT. Hit: 1d6 corrosive, and the creature suffers -1 AR until the creature Takes a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dazzling'''&lt;br /&gt;
|30&lt;br /&gt;
| 1 &lt;br /&gt;
|Attack vs FORT. Hit: The target is Blinded until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive'''&lt;br /&gt;
|30 &lt;br /&gt;
|1 &lt;br /&gt;
|Attack vs the REF of each creature in a 10 ft radius. Hit: 1d6 fire.&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|10 &lt;br /&gt;
|1 &lt;br /&gt;
|Does not deal damage, but sheds bright light in a 20 ft radius and dim light for 20 ft beyond that where it lands.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracking'''&lt;br /&gt;
|20 &lt;br /&gt;
|1 &lt;br /&gt;
|Attack vs AR. Hit: All creatures gain TA against the target, and it cannot become Invisible for 1 minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Alchemic Items =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|'''Acid Flask'''&lt;br /&gt;
|30 &lt;br /&gt;
|1 &lt;br /&gt;
|2 AP to throw 20 ft vs REF. Hit: 1d6 corrosive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemist’s Fire'''&lt;br /&gt;
|20 &lt;br /&gt;
|1 &lt;br /&gt;
|2 AP to throw 20 ft vs REF. Hit: Target takes 1d4 fire and gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).&lt;br /&gt;
|-&lt;br /&gt;
|'''Oil Flask'''&lt;br /&gt;
|10 &lt;br /&gt;
|1 &lt;br /&gt;
|2 AP to throw 20 ft, creating a slippery and flammable surface in a 5 ft radius. A creature that attempts to move across the area, if not ignited, must make a DC 14 DEX/Balancing check, falling Prone if they fail. If ignited, a creature that starts its&lt;br /&gt;
turn in the area automatically gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Thrown Items =====&lt;br /&gt;
All thrown Items target Ref with you Dex and 2 ap throw.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Disruptor'''&lt;br /&gt;
|150 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 30 ft. In a 15 ft radius, magical effects are suppressed for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bolas'''&lt;br /&gt;
|20&lt;br /&gt;
| - &lt;br /&gt;
|Thrown 20 ft. Hit: Creature falls Prone and its speed becomes 0. It takes 1 AP for a creature to free itself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fireworks'''&lt;br /&gt;
|20 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 50 ft, creating a spectacular light show. Target creatures within a 10 ft radius. Hit: 1d6 sonic damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flashbang'''&lt;br /&gt;
|25 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit: Creature is Blinded until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Smoke Bomb'''&lt;br /&gt;
|20 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 20 ft, making a 10 ft radius smoke cloud that causes the Concealed condition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonic Bomb'''&lt;br /&gt;
|25 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 30 ft, targeting all creatures in a 15 ft radius. Hit: Creature is Deafened until the start of your next turn. &lt;br /&gt;
|-&lt;br /&gt;
|'''Sticky Bomb'''&lt;br /&gt;
|25 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit: Creature is Slowed until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thunderstone'''&lt;br /&gt;
|60 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 5 ft radius. Hit: Creature is Deafened and Stunned until the end of their next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magitechician Track ====&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;
|'''Arcane Artificer'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|You gain the [[Student]] of the Arcane talent if you do not already have it. Each time you level up and spend your talent point on a talent in the Magitechnician stack, you gain +5 SP and +1 Arcane Power.&lt;br /&gt;
Magitechnicians cast spells as if they were devices, and the caster can choose how they describe the spells being cast. Perhaps a Fireball is launched from a firearm-like device, Fly might be a jetpack, Raise [[Skeleton]] could be a mechanical backpack puppeteering bones, and Living Letter might be a tiny drone.&lt;br /&gt;
This has no mechanical effect other than when you trigger Backlash as a Magitechnician. In this case, you do not take damage or end your turn, but you lose access to the spell that triggered Backlash until you Take a Rest, as the contraption needs to be repaired.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Golemancer'''&lt;br /&gt;
|Arcane Artificer&lt;br /&gt;
|You gain the Create Lesser [[Golem]] spell if you do not already know it. If you do not have a Lesser Golem active, casting this spell is free for you and the created golem is permanent. It can be made of Metal or Stone as its Primary Material, and it gains +2 STR. It is created by the Arcane Source. It gains the Mend and Minor Conjuration cantrips.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Storing'''&lt;br /&gt;
|Golemancer&lt;br /&gt;
|You create an object - such as a bracelet, locket, or ring, that stores spells for you. When creating a mote via Delay Spell, you can put the spell into the Spell Storing object and its duration becomes 24 hours. Your motes cannot be released prematurely without the condition being triggered, and after the duration they dissipate harmlessly.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empowered Mend'''&lt;br /&gt;
|Spell Storing&lt;br /&gt;
|You are particularly skilled with the Mend cantrip. You now need only 80% of the pieces or components present for Mend to work, and you can increase the casting time to gain the equivalent of more Arcane Power. When casting Mend, act as though you have 1 additional Arcane Power for every additional 30 minutes you spend casting.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magitechnician'''&lt;br /&gt;
|Empowered Mind&lt;br /&gt;
|When you finish Taking a Rest, you can prepare three spells as if they were devices. Roll 1d20 per spell to determine your spell’s bonus, and then spend the required SP to cast the spell to prepare the Spell Devices.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!d20&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|1-2 &lt;br /&gt;
|The device fails. You do not lose the spell, but cannot replace that device today.&lt;br /&gt;
|-&lt;br /&gt;
|3-9 &lt;br /&gt;
|No effect.&lt;br /&gt;
|-&lt;br /&gt;
|10-16 &lt;br /&gt;
|The spell costs 5 fewer SP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|17-19 &lt;br /&gt;
|The spell costs 10 fewer SP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|20 &lt;br /&gt;
|The spell costs 15 fewer SP (min 1).&lt;br /&gt;
|}&lt;br /&gt;
The first time you cast a spell prepared in this way, it costs 0 SP, as you’ve already spent it preparing the device. After the first time, when you cast a spell using this feature, roll 1d20 and gain the same effects from the table (potentially reducing the spell’s SPC). You always spend AP and follow conjuring rules as normal.&lt;br /&gt;
These prepared Spell Devices do not trigger backlash the first time you would trigger backlash. If they trigger backlash a second time, you lose access to the spell.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Cannon'''&lt;br /&gt;
|Magitechnician&lt;br /&gt;
|You create a permanent spell device that fires Cantrips. Choose Beam of Fire, Frostbite, or Grave Whisper. This device cannot trigger backlash. You may now use your total Character Level for this cantrip’s power instead of your Arcane Power.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Golemancer II'''&lt;br /&gt;
|Cantrip Cannon&lt;br /&gt;
|Your Golem gains a compartment that functions as a Dimensional Case (see the Tinkering Item table). This and items inside are shielded from Divining magic. It takes a creature a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/Lockpicking check to enter against the Golem’s will.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Storing II'''&lt;br /&gt;
|Golemancer II&lt;br /&gt;
|You can create a second Spell Storing object.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Tinkering'''&lt;br /&gt;
|Spell Storing II&lt;br /&gt;
|When you use your Magitechnician talent after Taking a Rest, the first time you roll a 1 or 2 on your d20 rolls, you may reroll that d20 and use the second result.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Safer Devices'''&lt;br /&gt;
|Magical Tinkering&lt;br /&gt;
|Your Spell Devices created by the Magitechnician talent can no longer trigger Backlash.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magitechnician II'''&lt;br /&gt;
|Safer Devices&lt;br /&gt;
|Your Spell Devices created by the Magitechnician talent are no longer considered magical.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Cannon II'''&lt;br /&gt;
|Magitechnician II&lt;br /&gt;
|When you deal damage with your Cantrip Cannon, add your INT to the damage.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flash of Genius'''&lt;br /&gt;
|Cantrip Cannon II&lt;br /&gt;
|When one of your mental defenses is attacked, You can spend 5 SP to add 1⁄2 your INT to all of your mental defenses until the beginning of your next turn.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Magitechnician'''&lt;br /&gt;
|Flash of Genius&lt;br /&gt;
|You master the art of arcane tinkering, bending the rules of where magic ends and machinery begins. You gain a special permanent Spell Device with a spell that costs 10 SP or fewer. That spell permanently has SPC 0 for you.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Gain another special permanent Spell Device with a spell that costs 16 SP or fewer. That spell permanently has SPC 0 for you.&lt;br /&gt;
|''Tinkerer, Magitechnician, Capstone''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Tinkerer&amp;diff=1362</id>
		<title>Tinkerer</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Tinkerer&amp;diff=1362"/>
		<updated>2023-11-29T19:15:09Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You have never been able to keep from fidgeting, and you’re always reaching for clockwork, screws, wires, and the like as you seek to create new inventions or improve upon existing ones. You have always had a penchant for tinkering and exhibit relentless ingenuity. You quickly gained notoriety as  someone who could always find a way to enhance anything with mechanical parts. Unquenchably curious, you always seek to understand how something works and how it might be improved upon.&lt;br /&gt;
What is your medium of choice? Tinkerers often favor metal and wood due to their versatility, but other substances can make for interesting inventions as well.When you invent something, what motivates you? Are you most concerned with improving your quality of life by making existing technology more effective, or are you looking to break the confines of science as your contemporaries understand it? Do you have some grand idea for a new invention that will revolutionize the world?&lt;br /&gt;
&lt;br /&gt;
===Tinkerer Stacks===&lt;br /&gt;
'''Inventor''' A skilled and creative inventor, you can make all manner of gadgetry and manage a tremendous inventory of&lt;br /&gt;
useful items.&lt;br /&gt;
&lt;br /&gt;
'''Magitechnician''' Through unstable experiments, you have accessed the [[arcane]] source of magic and can fuel spells with&lt;br /&gt;
your inventions.&lt;br /&gt;
&lt;br /&gt;
'''Augmentor''' You specialize in creating powerful [[armor]] that implements [[weapons]], gadgets, and enhanced defenses, turning you into a tremendous front-line fighter.&lt;br /&gt;
&lt;br /&gt;
'''Alchemist''' By developing potions and alchemical reagents, you can bolster your allies or [[damage]] your foes.&lt;br /&gt;
&lt;br /&gt;
===Tinkerer Entry===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Tinkerer Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following&lt;br /&gt;
abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Tools of the Trade&amp;lt;/u&amp;gt; You gain a set of Tinker’s Tools&lt;br /&gt;
* &amp;lt;u&amp;gt;Masterwork&amp;lt;/u&amp;gt; You specify a weapon or set of armor as your focus. You can change your focus by spending at least a day tinkering with your new focus. Your currently focused item gains +1 to hit and damage if a weapon, and +1 to AR if armor. These bonuses are in addition to any enhancements, enchantments, or other bonuses to that weapon or armor’s statistics. If you change your Masterwork focus, your old focus loses the improvements from this talent.&lt;br /&gt;
* &amp;lt;u&amp;gt;Rig (1/Rest)&amp;lt;/u&amp;gt; You can very quickly cobble together an improvised set of tools, a simple item (like a crowbar or pulley), which lasts for a single use. Alternatively, you can patch a simple broken item (such as a rowboat with a hole, or a busted door drawbar), which lasts for 1 hour. &lt;br /&gt;
|''Class Entry, Tinkerer''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Alchemist Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|Each time you Take a Rest, you make two Alchemy Creations. Your first option for Alchemy Creations is Alchemy Flasks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Alchemy Flask&amp;lt;/u&amp;gt; Create an Alchemy Flask. Choose a spell from the Formula list, and that spell is synthesized. When a creature drinks the potion (1 AP to drink, 2 AP to feed to someone else), that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.” These creations become impotent after 24 hours.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Create Potion'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Add Healing Vials to your possible creations. When creating Healing Vials in this way, you do not need to spend the material components, but they expire after 24 hours.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Create Bomb'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Add Alchemy Bombs to your possible creations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Alchemy Bomb&amp;lt;/u&amp;gt; 2 AP to throw an alchemy bomb, which has a thrown range of 20 ft. Make a DEX vs REF attack roll, dealing, 2d6 fire damage to all creatures within a 5 ft radius of the bomb’s point of contact, and 1⁄2 damage on a miss.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quaff'''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Once on each of your turns, you may drink a potion without spending AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire in the Hole!'''&lt;br /&gt;
|Alchemy, Create Bomb&lt;br /&gt;
|When you throw a bomb, you can now specify a number of targets equal to or less than your INT. Those creatures take no damage from your bombs.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy II'''&lt;br /&gt;
|Alchemist 4&lt;br /&gt;
|You can now make four Alchemy Creations when you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion Upgrade'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Your Healing Vials become Healing Potions.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy Flast Upgrade'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Your flask is designed for quick [[combat]] consumption. Using an Alchemist Flask no longer triggers the Exploit maneuver or other reactive [[actions]].&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bomb Upgrade'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|Your Bombs deal additional damage equal to your INT.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Injector'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|You can administer Potions or Flasks for 1 AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Bombs'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|You can create bombs that deal cold or corrosive damage instead of fire, choosing the type of damage when you create the bomb.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Up my Sleeve'''&lt;br /&gt;
|Alchemy II, Create Bomb&lt;br /&gt;
|If none of your creations for the day are bombs, you gain one Alchemy Bomb.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality Solution'''&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|You can create Vitality Solutions, which grant 3d4+INT Shield HP upon consumption.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy III'''&lt;br /&gt;
|Alchemist 9&lt;br /&gt;
|You can now create six Alchemy Creations when you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosion Upgrade'''&lt;br /&gt;
|Alchemy III, Create Bomb&lt;br /&gt;
|Your bombs now target creatures in a 10 ft radius from the bomb’s point of contact.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flask Efficiency'''&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|When one of your flasks is used, the creature that uses it rolls a 1d6. On a 6, the flask is not consumed. Once this feature is used successfully, you lose this ability until after you Take a Rest.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tolerance'''&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|You gain Resist Corrosive 3 and Resist Fire 3.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Injector Upgrade'''&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|You can now administer Potions or Flasks at a range of 20 ft by spending 3 AP.&lt;br /&gt;
|''Tinkerer, Alchemist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Alchemist'''&lt;br /&gt;
|Alchemist 14&lt;br /&gt;
|Brewers, poisoners, and potion-makers all respect you as a master of the craft. Many would gladly pay you handsomely to teach them the secrets of your [[skills]]. You can make a number of Alchemy Creations equal to your INT, and your creations remain potent for 48 hours. You no longer lose your Flask Efficiency ability after it is successful.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Your Flask Efficiency ability is successful on a roll of 4-6.&lt;br /&gt;
|''Tinkerer, Alchemist, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Alchemist Formula List ====&lt;br /&gt;
Each time you use your Alchemist Formula, select a magical ability from this list.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source Magic&lt;br /&gt;
!Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|[[Air Bubble|Air bubble]], Arcane Shield, Death Ward, Fire Shield, [[Mage]] Armor, Sense Magic, Shield&lt;br /&gt;
|-&lt;br /&gt;
|[[Divine]]&lt;br /&gt;
|Heroism&lt;br /&gt;
|-&lt;br /&gt;
|[[Occult]]&lt;br /&gt;
|Cloven Step, Hex of the Unseen, Silhouette, Warp Step&lt;br /&gt;
|-&lt;br /&gt;
|[[Primal]]&lt;br /&gt;
|Catclaw, Fleetfoot (Tier 2), Intuition (1 Min Duration), Bullish Strength (1 min Duration), Piscism. &lt;br /&gt;
|-&lt;br /&gt;
|[[Psionic]]&lt;br /&gt;
|Conceal, Create Weapon (! min duration), Giant, Hasten (30 Sec duration), Invisability, Iron Body (20 Sec Duration), Jump, Levitate, Mirror Images, Sense Danger&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Augmentor Track ====&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;
|'''Augmentor'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
Incompatible: Breakthrough&lt;br /&gt;
|You gain the Armor Augmentation ability. This replaces your Masterwork ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Armor Augmentation&amp;lt;/u&amp;gt; Choose a set of armor that will become Your Augmented Armor. It encases your entire body and grants you +1 to all defenses in addition to its base stats. You are treated as one Size category larger than you would normally be for the purposes of lifting, carrying, dragging, and grappling. You can change your Augmented Armor after Taking a Rest and spending 2 additional hours disassembling your old Augmented Armor.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Weapon'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You may install a weapon into your armor, losing the ability to be disarmed of that weapon.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Shield'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You may install a shield onto one of your arms. You can spend 1 AP to activate the shield and 1 AP to lower the shield. When it is lowered, you can wield a weapon with that hand. When it is activated, you can manipulate and carry objects, but cannot make attacks with that arm.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Compartment'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You gain a compartment on one of your Augmented Armor’s forearms or thighs that fits 1 cubic ft of materials. You can spend 1 AP to stow items in it. Someone breaking into the compartment must make a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/ Lockpicking check to open it.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Launcher'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can gain double the range of your thrown items.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappler'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|If you have Line of Effect, you can spend 3 AP to fire a free hand at a creature within 15 ft of you, attacking their REF with your STR or DEX. If it hits and the target is your size or lower, you can pull the target to you as part of the same attack. If it is larger, you can pull yourself to it as part of the same attack.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Booster'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can spend 1 AP to gain +10 ft to your speed until the end of your turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Absorption'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You can spend 1 Reactive AP to reduce [[elemental]] damage by 1d6. You can unleash this on your next attack, dealing additional damage equal to the amount of damage this feature absorbed.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive Armor'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|If you suffer a crit, you take damage as usual, then you gain Resist against the type of damage you took until the start of your next turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sentry Armor'''&lt;br /&gt;
|Augmentor&lt;br /&gt;
|You gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Engage&amp;lt;/u&amp;gt; By spending 2 AP, you can impose the Engaged condition on a creature within 5 ft of you. This lasts until the start of your next turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor II'''&lt;br /&gt;
|Augmentor 5&lt;br /&gt;
|Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Audio Dampeners'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|You may spend 2 AP to become immune to sonic damage and effects that require you to hear until the beginning of your next turn.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappler II'''&lt;br /&gt;
|Augmentor II, Grappler&lt;br /&gt;
|Your Grappler attack gains +10 ft range, and if you hit, the target is immediately Grappled.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sentry Armor II'''&lt;br /&gt;
|Augmentor II, Sentry Armor&lt;br /&gt;
|You can now enhance your Engage ability, engaging one additional target within 5 ft of you for each additional 1 AP you spend on the ability.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Quick COmpartment'''&lt;br /&gt;
|Augmentor II, Quick Compartment&lt;br /&gt;
|Your quick compartment may now store liquid, and can be climate controlled between 50 and 120 degrees fahrenheit (Named for Doctor Franklin Fahrenheit, who discovered the Coldstone and Fireflecks used in this invention).&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Mini Turret'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|By spending 1 hour working on your armor, you can install an automated crossbow turret on your shoulder. This crossbow has a 60 ft range and deals 1d4 sharp damage on a hit. When you specify, it fires at a target you can see with Line of Effect at the end of each of your turns while you have ammunition.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Install Weapon II'''&lt;br /&gt;
|Augmentor II, Install Weapon&lt;br /&gt;
|You can install a second weapon into your armor. Gain the ability to freely switch between weapons.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Power Slam'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|You gain the Power Slam ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Power Slam&amp;lt;/u&amp;gt; You may spend 4 AP to slam a weapon into the ground, attacking all creatures within 5 ft of you. Make a weapon attack vs the FORT of each creature in range. On a hit, creatures take damage from the weapon as usual and are also pushed 5 ft directly away from you.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''HoverJet'''&lt;br /&gt;
|Augmentor II&lt;br /&gt;
|Spend 1 AP or 1 Reactive AP to gain the ability to Hover for 1 minute. You can choose to slowly descend during the duration. (3/Rest)&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor III'''&lt;br /&gt;
|Augmentor II, Augmentor 10&lt;br /&gt;
|Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Transfer'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You may spend 3 AP to transfer all [[conditions]] from a creature you are grappling to yourself, except for Grappled and Restrained.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Booster II'''&lt;br /&gt;
|Augmentor III, Arcane Booster&lt;br /&gt;
|You gain a Fly Speed equal to your speed for 1 minute. (3/ Rest)&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heroic Landing'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You no longer take falling damage when falling less than 30 ft. If you fall at least 20 ft, you can attack all creatures 10 ft&lt;br /&gt;
of where you land with your STR or DEX vs their REF. If you hit, they take 1d8 blunt damage and are knocked prone.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cradle'''&lt;br /&gt;
|Augmentor III&lt;br /&gt;
|You may cover an ally in your Augmented Armor once per round. Choose an ally within 5 ft of you who is being attacked by an attacker you can see. You can take the damage in their place by spending 1 Reactive AP. Regain the ability to do this at the beginning of your next turn. The triggering attack automatically hits you.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cradle II'''&lt;br /&gt;
|Augmentor III, Cradle, Grappler&lt;br /&gt;
|You may now use your Grappler to pull an ally to you. When an ally within reach of your Grappler ability would take damage, you may spend 1 Reactive AP to pull them to an unoccupied space within 5 ft of you and take the damage for them.&lt;br /&gt;
|''Tinkerer, Augmentor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Augmentor Extraordinaire'''&lt;br /&gt;
|Augmentor 14&lt;br /&gt;
|Your augmented armor has become an extension of your person. You have perfected it and know every nook and cranny, every quirk and crack. Gain +1 to all of your defenses. Crits no longer automatically hit you, and if they do hit, they only deal normal damage.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; (3/Recoup) Gain the Intuitive Defenses ability. Intuitive Defenses. When a creature attacks you, you may spend 2 reactive AP to lower one of your defenses by X, increasing another one of your defenses by X. Your defenses remain altered in this way until the start of your next turn. &lt;br /&gt;
|''Tinkerer, Augmentor, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Inventor Track ====&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;
|'''Inventor'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|You can make a variety of unique nonmagical items assuming you have the time and materials. You learn [[how to]] make five items from the Tinkering Item List, and can carry up to five items of this nature at a time. Special Arrows &amp;amp; Bolts do not count toward this total. Only you may use items that you create from the Tinkering Item list. &lt;br /&gt;
For every 2 hours you spend tinkering, make an INT check using a Crafting skill with your Tinker’s Tools, and note the results. Tinkering checks are cumulative. For example, if you roll a 11 on day 1, and a 19 on day two, that is considered 30.&lt;br /&gt;
If you have access to a workshop, the Tinkering Check total required is halved. Your first 2 hours of tinkering a day can be a part of Taking a Rest. See the Tinkering Item List for a list of items, and note that your MC may allow additional items!&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvage'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can break down nonmagical items for materials and use them for other items or their currency cost whenever you spend time tinkering. Most items can be broken down as a part of the time you spend tinkering on other inventions. A particularly complex or large item may have a tinkering cost, determined by your MC.&lt;br /&gt;
If you’re breaking down items for currency, you can find someone to purchase the materials for 80% of the item’s value, regardless of the item’s state of repair, anywhere where there is trade of raw materials. Salvaged items are unrecognizable, which means you can sell them even if the item itself may have baggage that&lt;br /&gt;
would make it undesirable, such as being believed to be haunted or stolen.&lt;br /&gt;
If you salvage items to use for Tinkering parts, take the sc value of the item you’re salvaging, and reduce your&lt;br /&gt;
Tinkering check requirement for whatever you’re crafting by that amount.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafter'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Every time you take a level in the Inventor track, gain +2 in a Crafting skill of your choice. This works retroactively, granting you +2 for all Inventor track talents you have already taken.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repairs'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Exhaustible items with more than 1 use take half the Tinkering to create after you’ve created them once.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Craft'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering requirement of the first item.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Additional BLueprints'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You learn two new blueprints from the Tinkering Item List.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Space Efficiency'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can carry five additional tinkering items.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Safety Precautions'''&lt;br /&gt;
|Inventor&lt;br /&gt;
|You can now add +20 to the Tinkering required in order to craft Tinkering items that others can use.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Breakthrough'''&lt;br /&gt;
|Inventor 5&lt;br /&gt;
Incompatible: Augmentor&lt;br /&gt;
|Choose a magical item, weapon, or piece of armor that you possess and that requires 25 or fewer Essence Points and Salvage it. You learn how to add that item’s abilities, or “Enchantments” for the purpose of the abilities in the Tinkering track, to your Masterwork. You can add or change enchantments to your Masterwork by spending 2 hours Tinkering with it. A single magical item, weapon, or armor piece counts as one Enchantment, even if it has multiple abilities.&lt;br /&gt;
You can know a number of Enchantments equal to your INT, and can have a number of Enchantments active on your Masterwork at onetime equal to 1⁄2 your INT. You must also observe the typical rules for Essence Points. However, your Masterwork uses only half the Essence Points you have imbued onto it through Masterwork Enchantments. For example, if you have three Enchantments&lt;br /&gt;
with 80 total Essence Points, your Masterwork uses 40 of your Essence Points.&lt;br /&gt;
Weapons can be improved with Item or Weapon Enchantments. Armor can be improved with Item or Armor enchantments or improvements. Items can be improved only with Item enchantments or improvements. If you change your Masterwork, it loses this improvement until you add it to your Masterwork again.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inventor II'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|You can now make a Tinker’s Tools check every hour, instead of every 2 hours.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Munitions Focus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|Whenever you use your Tinkering to create ammunition, if you have fewer than 20 special arrows or bolts, you can now create your first 20 arrows or bolts in the time it would take you to make one. Special Arrows or Bolts beyond 20 take the normal Tinkering. Additionally, you can make up to 40 mundane arrows or bolts without any chance of failure and minimal components&lt;br /&gt;
(including broken bolts or arrows) by spending at least 1 hour tinkering.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor FOcus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|If your Masterwork is Armor, it gains an additional +1 to all physical defenses.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor Alchemist'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|Your armor sprays cost half the tinkering (minimum 10).&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Focus'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|If your Masterwork is a Weapon, it gains an additional +1 to hit and +1 to damage.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of the Masterwork'''&lt;br /&gt;
|Breakthrough&lt;br /&gt;
|The Essence point cap for Masterwork Enchantment increases to 33.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of the Masterwork II'''&lt;br /&gt;
|Soul of the Masterwork&lt;br /&gt;
|The Essence point cap for Masterwork Enchantment raises to 50.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Breakthrough II'''&lt;br /&gt;
|Breakthrough, Inventor 10&lt;br /&gt;
|You can now learn three Enchantments from salvaging magical items. If you would learn beyond your limit, you can choose which one to forget, but your Masterwork would lose that enchantment. Your Masterwork can now have 2 enchantments active on it.&lt;br /&gt;
Changing enchantments on your Masterwork only takes 1 hour of Tinkering. These enchantments cannot stack if they are exactly the&lt;br /&gt;
same. For example if you salvage two items that give +1 to hit, you can only enchant your Masterwork with +1 to hit once. But if you then salvage an item that gives +1 to hit and +1d6 fire damage, you can enchant your Masterwork with +2 to hit and 1d6 extra Fire damage.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchantment BLueprints'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|You can learn an additional Masterwork Enchantment.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Config'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|You can change your Masterwork Enchantment configuration as a part of a Recoup.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armor Focus II'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|If your Masterwork is armor, it gains an additional +1 to all physical and mental defenses.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consumable Mastery'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|Choose an exhaustible Tinkering item with more than one use. You now recharge that item on Taking a Rest without a required Tinkering check.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Focus'''&lt;br /&gt;
|Breakthrough II&lt;br /&gt;
|If your Masterwork is a weapon, mods installed on your Masterwork no longer count towards your limit of carried Tinkering items.&lt;br /&gt;
|''Tinkerer, Inventor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Inventor'''&lt;br /&gt;
|Inventor 14&lt;br /&gt;
|You are a renowned inventor and tinkerer whose creations are the subject of song and gossip. Many young minds seek to enter apprenticeship with you and the leading minds in engineering and education hold you in utmost regard. Your Masterwork is now a creation of some renown. It can now hold three Masterwork Enchantments. If it is a weapon, it gains a bonus to damage rolls equal to 1⁄2 your INT.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; The final cap on your INT increases from 12 to 14.&lt;br /&gt;
|''Tinkerer, Inventor, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Tinkering Item List General Modifications =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|'''Anti-Durglary Trigger'''&lt;br /&gt;
|100&lt;br /&gt;
| -&lt;br /&gt;
|Apply this mod to a weapon. Anyone that attempts to wield that weapon and is unaware of the trigger must make a DC 20 AWR check. On a fail, they take 3d6 corrosive damage as acid and paint spray over them&lt;br /&gt;
|-&lt;br /&gt;
|'''Anti-Magic Cuffs'''&lt;br /&gt;
|120 &lt;br /&gt;
| 1&lt;br /&gt;
| If you successfully restrain a creature with these cuffs, they cannot use magic. It requires a DC 20 INT/Lockpicking or STR/Applied Force check to break these cuffs. You also make a key that can unlock these cuffs.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caltrops'''&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|Gain Caltrops, which can be thrown 10 ft by spending 1 AP. They cover a 10 ft by 10 ft area, which becomes hazardous terrain (1d2 sharp).&lt;br /&gt;
|-&lt;br /&gt;
|'''Crossbow Mod: Repeating'''&lt;br /&gt;
|120&lt;br /&gt;
| -&lt;br /&gt;
|Reduce the AP needed to fire the crossbow that this is affixed to by 1 (min 2).&lt;br /&gt;
|-&lt;br /&gt;
|'''Crossbow Mod: Thrower'''&lt;br /&gt;
|100&lt;br /&gt;
| -&lt;br /&gt;
|You may load tinkering items with the Thrown tag into your crossbow, giving them double their Thrown range. Using any item in this way costs 3 AP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dimensional Case'''&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 10 cubic ft on the inside.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dimensional Case (Greater)'''&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 40 cubic ft on the inside.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Goggles'''&lt;br /&gt;
|80&lt;br /&gt;
|3&lt;br /&gt;
|By spending 1 AP, a creature wearing these goggles gains 60 ft of Darkvision for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flame-Retardant Spray'''&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Fire 5 for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fog Machine'''&lt;br /&gt;
|150&lt;br /&gt;
| -&lt;br /&gt;
|By spending 4 AP, you may activate the machine. At the start of each of your turns, the machine produces fog. It begins as a 10 ft radius cloud of fog and extends by 10 ft on each of your turns until it is a 30 ft radius. Fog causes the Concealed condition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gas Mask'''&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|By spending 2 AP to activate the gas mask, a creature becomes immune from any dangerous effects of breathing for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappling Hook Launcher'''&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt, then you do so and affix a rope to the surface.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grappling Hook: Magnetic'''&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt or is metallic, then you securely affix a rope to that surface.&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulating Spray'''&lt;br /&gt;
|80 &lt;br /&gt;
|2 &lt;br /&gt;
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Cold 5 for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mechanical Lockpick'''&lt;br /&gt;
|40 &lt;br /&gt;
|3 &lt;br /&gt;
|Gain +5 to Lockpicking, which can exceed the normal cap of +20 in a given skill. You do not need additional lockpicking tools if you have this.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mini-Turret'''&lt;br /&gt;
|160 &lt;br /&gt;
|3 &lt;br /&gt;
|You may spend 3 AP to deploy an automated crossbow turret with a 60 ft range, which deals 1d6 sharp damage on a hit. At the end of each of your turns, it fires at a target you specify and has an attack bonus equal to 1⁄2 your INT. It has 10 HP and all of its defenses are 10. It acts for 3 rounds before shutting down.&lt;br /&gt;
|-&lt;br /&gt;
|'''Oxygen Balloon'''&lt;br /&gt;
|20 &lt;br /&gt;
|3 &lt;br /&gt;
|A creature can activate this by spending 3 AP, gaining the ability to breathe underwater for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Parachute'''&lt;br /&gt;
|30 &lt;br /&gt;
|1 &lt;br /&gt;
|By spending 1 AP or Reactive AP, you take no falling damage and descend at a rate of 100 ft per round until you land. Pop Up Tent 30 - By spending 2 AP to activate this tent, it automatically sets itself up over the course of 1 minute. It sleeps two people comfortably and fits in a 6ft by 6ft by 3ft space.&lt;br /&gt;
|-&lt;br /&gt;
|'''Portable Battering Ram'''&lt;br /&gt;
|60 &lt;br /&gt;
|3 &lt;br /&gt;
|Gain +10 on STR checks made to open or break doors.&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion Injector'''&lt;br /&gt;
|50 &lt;br /&gt;
|3 &lt;br /&gt;
|You can consume and administer potions for 1 AP. This does not provoke reactive attacks, such as from Exploit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickstep Boots'''&lt;br /&gt;
|120 &lt;br /&gt;
|5 &lt;br /&gt;
|The wearer may spend 1 AP to increase their speed by 10 ft whenever they use AP to move until the end of their next&lt;br /&gt;
turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranged Mod: Telescopic Sight'''&lt;br /&gt;
|70&lt;br /&gt;
| - &lt;br /&gt;
|The ranged weapon with this modification gains +30 ft range.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rope Bridge Kit'''&lt;br /&gt;
|100 &lt;br /&gt;
|1 &lt;br /&gt;
|Create a sturdy rope bridge 30 ft in length.&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Shield'''&lt;br /&gt;
|80&lt;br /&gt;
| - &lt;br /&gt;
|Choose one shield to enhance. It adds +2 to AR for the next 10 times that its wielder is attacked.&lt;br /&gt;
|-&lt;br /&gt;
|'''Self-Inflating Raft'''&lt;br /&gt;
|120 &lt;br /&gt;
|1 &lt;br /&gt;
|When you spend 1 AP to activate this raft, it inflates into a fully functioning raft over 20 seconds. It can support up to 1000 lbs in weight and is 6ft by 10 ft in length.&lt;br /&gt;
|-&lt;br /&gt;
|'''Signal Flare'''&lt;br /&gt;
|10 &lt;br /&gt;
|1 &lt;br /&gt;
|You can throw the signal flare up to 40 ft. It creates bright light for 10 ft and dim light for another 10 ft beyond that, and the bright light is visible up to 40 miles away if Line of Sight permits. The signal flare ignores phenomena that would cause the Concealed condition, but is blocked by Cover.&lt;br /&gt;
|-&lt;br /&gt;
|'''Siren Whistle'''&lt;br /&gt;
|15&lt;br /&gt;
| - &lt;br /&gt;
|Spending 1 AP blowing into this whistle creates a loud noise that can be heard up to a mile away.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spring-Heeled Boots'''&lt;br /&gt;
|100&lt;br /&gt;
| - &lt;br /&gt;
|The wearer’s jumping height increases by 10 ft.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Alarm'''&lt;br /&gt;
|20&lt;br /&gt;
|1 &lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 30 ft line. Once a creature moves through that line, an audible alarm sounds.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Net'''&lt;br /&gt;
|30 &lt;br /&gt;
|1 &lt;br /&gt;
|It takes 10 minutes to set this trap. Once set, this trap can be spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft&lt;br /&gt;
area. When a creature steps on the area, make a +5 attack vs REF. On a hit, all targets within its area are Restrained. It has 10 AR and 20 HP. It has DR 40/Sharp.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Razor Wire'''&lt;br /&gt;
|35 &lt;br /&gt;
|1 &lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 14 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, it takes 2d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trap: Tripwire'''&lt;br /&gt;
|15 &lt;br /&gt;
|1 &lt;br /&gt;
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, that creature falls prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Mod: Chain'''&lt;br /&gt;
|40 &lt;br /&gt;
|3 &lt;br /&gt;
|When you would be disarmed, lose 1 charge of this item instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Whetstone'''&lt;br /&gt;
|15 &lt;br /&gt;
|3 &lt;br /&gt;
|During a Recoup, you can use this on a weapon of your choice. That weapon gains a +1 bonus to attack and damage rolls for 1 hour after you end your Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Special Ammo =====&lt;br /&gt;
You can make any of these modifications to arrows or to crossbow bolts&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|'''Barbed'''&lt;br /&gt;
|20&lt;br /&gt;
| - &lt;br /&gt;
|Attack vs FORT. Hit: 1d4 sharp, and Bleeding (1d4) for 1 minute or until treated (whichever is sooner).&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive'''&lt;br /&gt;
|40&lt;br /&gt;
| 1 &lt;br /&gt;
|Attack vs FORT. Hit: 1d6 corrosive, and the creature suffers -1 AR until the creature Takes a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dazzling'''&lt;br /&gt;
|30&lt;br /&gt;
| 1 &lt;br /&gt;
|Attack vs FORT. Hit: The target is Blinded until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive'''&lt;br /&gt;
|30 &lt;br /&gt;
|1 &lt;br /&gt;
|Attack vs the REF of each creature in a 10 ft radius. Hit: 1d6 fire.&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|10 &lt;br /&gt;
|1 &lt;br /&gt;
|Does not deal damage, but sheds bright light in a 20 ft radius and dim light for 20 ft beyond that where it lands.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tracking'''&lt;br /&gt;
|20 &lt;br /&gt;
|1 &lt;br /&gt;
|Attack vs AR. Hit: All creatures gain TA against the target, and it cannot become Invisible for 1 minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Alchemic Items =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|'''Acid Flask'''&lt;br /&gt;
|30 &lt;br /&gt;
|1 &lt;br /&gt;
|2 AP to throw 20 ft vs REF. Hit: 1d6 corrosive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemist’s Fire'''&lt;br /&gt;
|20 &lt;br /&gt;
|1 &lt;br /&gt;
|2 AP to throw 20 ft vs REF. Hit: Target takes 1d4 fire and gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).&lt;br /&gt;
|-&lt;br /&gt;
|'''Oil Flask'''&lt;br /&gt;
|10 &lt;br /&gt;
|1 &lt;br /&gt;
|2 AP to throw 20 ft, creating a slippery and flammable surface in a 5 ft radius. A creature that attempts to move across the area, if not ignited, must make a DC 14 DEX/Balancing check, falling Prone if they fail. If ignited, a creature that starts its&lt;br /&gt;
turn in the area automatically gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Thrown Items =====&lt;br /&gt;
All thrown Items target Ref with you Dex and 2 ap throw.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Tinkering Cost&lt;br /&gt;
!Uses&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Disruptor'''&lt;br /&gt;
|150 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 30 ft. In a 15 ft radius, magical effects are suppressed for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bolas'''&lt;br /&gt;
|20&lt;br /&gt;
| - &lt;br /&gt;
|Thrown 20 ft. Hit: Creature falls Prone and its speed becomes 0. It takes 1 AP for a creature to free itself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fireworks'''&lt;br /&gt;
|20 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 50 ft, creating a spectacular light show. Target creatures within a 10 ft radius. Hit: 1d6 sonic damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flashbang'''&lt;br /&gt;
|25 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit: Creature is Blinded until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Smoke Bomb'''&lt;br /&gt;
|20 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 20 ft, making a 10 ft radius smoke cloud that causes the Concealed condition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonic Bomb'''&lt;br /&gt;
|25 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 30 ft, targeting all creatures in a 15 ft radius. Hit: Creature is Deafened until the start of your next turn. &lt;br /&gt;
|-&lt;br /&gt;
|'''Sticky Bomb'''&lt;br /&gt;
|25 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit: Creature is Slowed until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thunderstone'''&lt;br /&gt;
|60 &lt;br /&gt;
|1 &lt;br /&gt;
|Thrown 20 ft, targeting all creatures in a 5 ft radius. Hit: Creature is Deafened and Stunned until the end of their next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Magitechician Track''' ====&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;
|'''Arcane Artificer'''&lt;br /&gt;
|Tinkerer Entry&lt;br /&gt;
|You gain the [[Student]] of the Arcane talent if you do not already have it. Each time you level up and spend your talent point on a talent in the Magitechnician stack, you gain +5 SP and +1 Arcane Power.&lt;br /&gt;
Magitechnicians cast spells as if they were devices, and the caster can choose how they describe the spells being cast. Perhaps a Fireball is launched from a firearm-like device, Fly might be a jetpack, Raise [[Skeleton]] could be a mechanical backpack puppeteering bones, and Living Letter might be a tiny drone.&lt;br /&gt;
This has no mechanical effect other than when you trigger Backlash as a Magitechnician. In this case, you do not take damage or end your turn, but you lose access to the spell that triggered Backlash until you Take a Rest, as the contraption needs to be repaired.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Golemancer'''&lt;br /&gt;
|Arcane Artificer&lt;br /&gt;
|You gain the Create Lesser [[Golem]] spell if you do not already know it. If you do not have a Lesser Golem active, casting this spell is free for you and the created golem is permanent. It can be made of Metal or Stone as its Primary Material, and it gains +2 STR. It is created by the Arcane Source. It gains the Mend and Minor Conjuration cantrips.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Storing'''&lt;br /&gt;
|Golemancer&lt;br /&gt;
|You create an object - such as a bracelet, locket, or ring, that stores spells for you. When creating a mote via Delay Spell, you can put the spell into the Spell Storing object and its duration becomes 24 hours. Your motes cannot be released prematurely without the condition being triggered, and after the duration they dissipate harmlessly.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empowered Mend'''&lt;br /&gt;
|Spell Storing&lt;br /&gt;
|You are particularly skilled with the Mend cantrip. You now need only 80% of the pieces or components present for Mend to work, and you can increase the casting time to gain the equivalent of more Arcane Power. When casting Mend, act as though you have 1 additional Arcane Power for every additional 30 minutes you spend casting.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magitechnician'''&lt;br /&gt;
|Empowered Mind&lt;br /&gt;
|When you finish Taking a Rest, you can prepare three spells as if they were devices. Roll 1d20 per spell to determine your spell’s bonus, and then spend the required SP to cast the spell to prepare the Spell Devices.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!d20&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|1-2 &lt;br /&gt;
|The device fails. You do not lose the spell, but cannot replace that device today.&lt;br /&gt;
|-&lt;br /&gt;
|3-9 &lt;br /&gt;
|No effect.&lt;br /&gt;
|-&lt;br /&gt;
|10-16 &lt;br /&gt;
|The spell costs 5 fewer SP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|17-19 &lt;br /&gt;
|The spell costs 10 fewer SP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|20 &lt;br /&gt;
|The spell costs 15 fewer SP (min 1).&lt;br /&gt;
|}&lt;br /&gt;
The first time you cast a spell prepared in this way, it costs 0 SP, as you’ve already spent it preparing the device. After the first time, when you cast a spell using this feature, roll 1d20 and gain the same effects from the table (potentially reducing the spell’s SPC). You always spend AP and follow conjuring rules as normal.&lt;br /&gt;
These prepared Spell Devices do not trigger backlash the first time you would trigger backlash. If they trigger backlash a second time, you lose access to the spell.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Cannon'''&lt;br /&gt;
|Magitechnician&lt;br /&gt;
|You create a permanent spell device that fires Cantrips. Choose Beam of Fire, Frostbite, or Grave Whisper. This device cannot trigger backlash. You may now use your total Character Level for this cantrip’s power instead of your Arcane Power.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Golemancer II'''&lt;br /&gt;
|Cantrip Cannon&lt;br /&gt;
|Your Golem gains a compartment that functions as a Dimensional Case (see the Tinkering Item table). This and items inside are shielded from Divining magic. It takes a creature a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/Lockpicking check to enter against the Golem’s will.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Storing II'''&lt;br /&gt;
|Golemancer II&lt;br /&gt;
|You can create a second Spell Storing object.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Tinkering'''&lt;br /&gt;
|Spell Storing II&lt;br /&gt;
|When you use your Magitechnician talent after Taking a Rest, the first time you roll a 1 or 2 on your d20 rolls, you may reroll that d20 and use the second result.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Safer Devices'''&lt;br /&gt;
|Magical Tinkering&lt;br /&gt;
|Your Spell Devices created by the Magitechnician talent can no longer trigger Backlash.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magitechnician II'''&lt;br /&gt;
|Safer Devices&lt;br /&gt;
|Your Spell Devices created by the Magitechnician talent are no longer considered magical.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Cannon II'''&lt;br /&gt;
|Magitechnician II&lt;br /&gt;
|When you deal damage with your Cantrip Cannon, add your INT to the damage.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flash of Genius'''&lt;br /&gt;
|Cantrip Cannon II&lt;br /&gt;
|When one of your mental defenses is attacked, You can spend 5 SP to add 1⁄2 your INT to all of your mental defenses until the beginning of your next turn.&lt;br /&gt;
|''Tinkerer, Magitechnician''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Magitechnician'''&lt;br /&gt;
|Flash of Genius&lt;br /&gt;
|You master the art of arcane tinkering, bending the rules of where magic ends and machinery begins. You gain a special permanent Spell Device with a spell that costs 10 SP or fewer. That spell permanently has SPC 0 for you.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Gain another special permanent Spell Device with a spell that costs 16 SP or fewer. That spell permanently has SPC 0 for you.&lt;br /&gt;
|''Tinkerer, Magitechnician, Capstone''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=1361</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=1361"/>
		<updated>2023-11-29T19:13:35Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve been dealt a difficult hand. You grew up in society’s unforgiving underbelly, and from an early age you have had to resort to thievery or deception to find food and lodging. Through trial and error, you have learned what fools people and what does not. Living in the shadows on the fringes of society, you have quietly observed as other, more skilled rogues earn 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;
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&lt;br /&gt;
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;
===Rogue Stacks===&lt;br /&gt;
&lt;br /&gt;
'''Subtlety''' Silent as a shadow, you can infiltrate and exfiltrate even well-guarded buildings with meticulous skill.&lt;br /&gt;
&lt;br /&gt;
'''Assassin''' You’re a talented poisoner and can use deadly reagents to enhance your weapon attacks.&lt;br /&gt;
&lt;br /&gt;
'''Conman''' You wear identities like clothes. Capable of impersonating nearly anyone, you can pull elaborate cons.&lt;br /&gt;
&lt;br /&gt;
'''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;
'''Stealth Archer''' You’re a master of raining death on your enemies from a hidden vantage.&lt;br /&gt;
&lt;br /&gt;
===Rogue Entry===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Rogue, Entry Talent&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sneak Attack&amp;lt;/u&amp;gt; Your Sneak Attack [[damage]] increases by +1d6 (if you had no Sneak Attack, it becomes 1d6). You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had TA against the target and no TD. You may do this once per turn.&lt;br /&gt;
* &amp;lt;u&amp;gt;Skilled&amp;lt;/u&amp;gt; Gain +6 Skill Points, which you can spend on any skills with the Acrobatics, Influence, Observation, and/or Subterfuge tags.&lt;br /&gt;
* &amp;lt;u&amp;gt;Well Equipped&amp;lt;/u&amp;gt; You gain hooded common clothes, a hooded lantern, two daggers, a skullduggery kit, and one disguise of your choice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Con Track ====&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;
|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 +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;
* &amp;lt;u&amp;gt;Impersonate&amp;lt;/u&amp;gt; Roll an INT/Disguise check and an INT/ Forging check and take the average of the two rolls. 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. You may have one active identity. You can only repeat your Disguise and Forging check by spending another day with the person and another week in their area of residence.  A creature inspecting you gains the following cumulative bonuses to their INT roll if circumstances allow. +5 If you have just done something very suspicious. +20 If you are within 5 miles of the home of the person you are impersonating. +30 If the person who is inspecting has heard of or knows about the person you are impersonating. +40 If the person inspecting has been fooled by a different identity before. +50 If the person inspecting has met the person you’re impersonating before. +70 If the person inspecting has met the person you’re impersonating in the last year. 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’re 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;
|You gain +3 to Disguising and +3 to Forging checks.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|Additional Identities&lt;br /&gt;
|Impersonate&lt;br /&gt;
|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;
|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;
|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 Identites&lt;br /&gt;
|Impersonate&lt;br /&gt;
|You may shortcut the 1 week requirement for identities and take a -5 on your Forgery check per day skipped (Max -30).&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 Identiety&lt;br /&gt;
|Impersonate&lt;br /&gt;
|You may attempt to Charm someone who has been fooled by your Identity. Make a CHA roll vs LOG. If you hit, they treat you as a friendly acquaintance 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;
|You gain the Coin Toss ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Coin Toss&amp;lt;/u&amp;gt; (1⁄2 LUCK/Rest) Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a 1. If you roll an even number, treat it as a 20. &lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|Fool's Strike&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You gain an additional Sneak Attack die against creatures while you are disguised and your target does not know your true identity. 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 Savior 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;
|You can now 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;
|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;
|If you have at least 1 Luck Point when you hit 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/ Performance roll vs the LOG of each creature that can seeyou. 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 Savior Faire and +3 Skill Points that you may spend on any skill 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;
|You may now 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;
|'''Conman 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. 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, and you may only attempt a Grand Impersonation once a week. After 24 hours, future inspections gain a +40 bonus to their roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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;
{| 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;
|'''Guild Member'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
Incompatible: Disciple of the Divine, Initiate of the Occult,&lt;br /&gt;
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. 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 into potential contracts. If you break your oath, you may no longer refill your poisons until reparations have been made. You can spend 1 AP to coat a weapon that has the Light property. The first vials are free, but new vials cost 20 sc each.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drake’s Breath&amp;lt;/u&amp;gt; Your attacks have a 50% chance to deal an extra 1d6 Fire damage for 1 minute. The extra damage occurs on odd-numbered attack rolls.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ice Blood&amp;lt;/u&amp;gt; The first target struck with a weapon coated in this poison must make an END check with a DC of 10 at the start of their turns for the next 1 minute. On any turn where they fail, they gain the Frozen condition. A creature with a ML instead loses one of the actions on their actions list.&lt;br /&gt;
* ''&amp;lt;u&amp;gt;Harlan’s Breach&amp;lt;/u&amp;gt;'' Your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical, for 1 minute.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Once per 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 a Weak Spot II'''&lt;br /&gt;
|Weak Spot&lt;br /&gt;
|You gain an additional Sneak Attack die whenever you use Sneak Attack and Weak Spot together.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (even levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot III'''&lt;br /&gt;
|Weak Spot II&lt;br /&gt;
|If your Weak Spot attack hits, you may move 5 ft for free. This movement does not provoke reactive attacks. (1/Catch&lt;br /&gt;
Breath) Each time you take this talent again, gain +2 uses /Catch Breath.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (odd levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot IV'''&lt;br /&gt;
|Weak Spot III&lt;br /&gt;
|Weak Spot attacks that exceed the targets FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot V'''&lt;br /&gt;
|Weak Spot IV&lt;br /&gt;
|Your Weak Spot attacks gain +1 crit range.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Garrote'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|You gain the Garrote ability.&lt;br /&gt;
&lt;br /&gt;
* ''Garrote'' By spending 3 AP, you may make a DEX vs ANT attack against a creature who cannot see you and is in melee distance. On a hit, you begin a special grapple that requires both of your hands. You can take no actions other than movement. Otherwise this follows the normal Grappled rules. 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. (1/Rest)&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 thrown weapons 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;
|You gain the Hamstring Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hamstring&amp;lt;/u&amp;gt; When a creature leaves your Melee reach, you can attack with a melee weapon by spending 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;
|You 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;
|'''Prepatory Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain the Preparatory Strike ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Preparatory Strike&amp;lt;/u&amp;gt; Make a weapon attack against a creature and then end your turn immediately. You add a bonus to your physical defenses 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;
|You gain Evasive Throw ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Evasive Throw&amp;lt;/u&amp;gt; 1 additional AP as a part of a Thrown attack. If it hits, you gain +2 to your mental defenses against that creature and take no damage when missed, 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 ranged 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;
|Guild Member&lt;br /&gt;
|Spend 1 additional AP on an attack to gain TA on that 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 keep the higher result.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superioty'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, 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 Superioty II'''&lt;br /&gt;
|Tactical Superiority&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore three sources of TD.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superioty III'''&lt;br /&gt;
|Tactical Superiority II&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can 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;
|'''Drakes 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;
|'''LLingering Drake's Breath'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath lasts for 2 minutes.&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, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Expertise'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can now add your INT to 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 lasts for 2 minutes.&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, but the duration remains&lt;br /&gt;
unchanged.&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 five 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 lasts for 2 minutes.&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.&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. You gain two vials of each of the three poisons when you 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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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 ====&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;
|'''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. Your magic attribute is INT. Each time you level up and spend your talent point on a talent in the Psyblade stack, 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;
* &amp;lt;u&amp;gt;Soul Rend&amp;lt;/u&amp;gt; (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;
* &amp;lt;u&amp;gt;Psychic Bond&amp;lt;/u&amp;gt; (INT/Rest) Choose an ally within 30 ft of you and spend 2 AP. Gain TA on enemies that take damage from that ally during the duration. This ability lasts for 1 minute. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Strike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|(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. &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;
|You gain +1 Sneak Attack die when dealing psychic damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Space Bend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|(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;
|(INT/Recoup) You may now spend 1 AP to teleport to a thrown weapon from Create Weapon once per turn. &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 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 grants TA to your ally against creatures that you have damaged during the duration. 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;
|Psyblade 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. One of these creatures must be the ally that you chose to gain TA.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enlightened Mind'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|(1⁄2 INT/Rest) 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 the Psychic Scream ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Psychic Scream&amp;lt;/u&amp;gt; Spend 3 AP to make an INT vs LOG attack against all creatures within 5 ft of you. On a hit, deal 1d4+INT psychic damage and a creature cannot take Reactive Actions until after their next turn. (3/Rest)&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Armor'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|(INT/Rest) You may use your LOG in place of your ANT or WILL when a creature attacks your ANT or WILL. &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. 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 one.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; You now also regain uses of Soul Rend or Psychic Scream if you’re using your LOG against a WILL or ANT attack using Psionic Armor.&lt;br /&gt;
|''Rogue, Psyblade, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Subtlety Track ====&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;
|'''Vanish'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You may roll 2d20 and take the higher result when taking attempting to hide.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You may now move between sources of cover and concealment, and do not lose the Unseen condition from moving into line of sight in Dim Light unless you end your movement out of cover or concealment.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scale the BalconyY'''&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 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 hostile to you or neutral to 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 three times, 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;
|You gain the Blackjack ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blackjack&amp;lt;/u&amp;gt; By spending 5 AP, 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 take the move action for 0 AP.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain an additional Sneak Attack die 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;
* &amp;lt;u&amp;gt;Born of Darkness&amp;lt;/u&amp;gt; By spending 4 AP, 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.&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 AP reactively to make them believe they hit you, and then take a 5 ft step. 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;
|You gain an additional Sneak Attack die while you are Unseen. 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, Vanish&lt;br /&gt;
|(INT/Rest) You 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. 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;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; 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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You can spend 1 additional AP to give yourself TA on 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 becomes: If your target is at least 35 ft away.&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.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot Range'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|Your ranged weapon attacks can apply Sneak Attack damage 10 ft further than they previously could.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Silent Shot'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|You gain +1 Sneak Attack die when making a ranged weapon attack. You can take this talent up to 5 times.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=1360</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=1360"/>
		<updated>2023-11-29T19:08:02Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand.  From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a darkness about you.  Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield.  As you continue to hone your physical prowess, the burning rage within you only grew hotter.  Now, you brim with tremendous bloodlust.  The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage.  Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
=== Berzerker Class Stacks ===&lt;br /&gt;
'''Exile:''' Your life is a cruel joke.  Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average [[soldier]], and do not frighten easily.  You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage.  This allows you to do significantly more [[damage]], but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
=== Berzerker Talents ===&lt;br /&gt;
&lt;br /&gt;
==== Berzerker Entry Talent ====&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the berzerker stacks.  After gaining the Berzerker Entry Talent, you can also gain [[Primal]] Aspect Talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilites.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, chose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious.  You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Exile Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way.  This sign of your exile has not broken your will.  Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery.  When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone [[Wolf]]&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls, but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown [[weapons]] cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6).  If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature.  This creature can be ML 2 or lower and must have the Beast tag and no other creature tags.  Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP, it falls unconscious rather than [[dying]], and will return to full health upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name.  You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored.  Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within in 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest.  When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fearless Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG.  While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are Grounded and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG was already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 Fort.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remanining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all of your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Juggernaut Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Elemental]] Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
Incompatible: Staunch Resistance&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
Incompatible: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain Shield HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation of being impossible to kill. People challenge you to nonlethal [[combat]] just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rage Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
Incompatible: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
Incompatible: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Prerequisites: Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Prerequisites: Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a [[warrior]] of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Raedeen&amp;diff=1231</id>
		<title>Raedeen</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Raedeen&amp;diff=1231"/>
		<updated>2023-11-24T03:50:33Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=6'0&amp;quot; - 7'6&amp;quot;|Weight=120 - 200 lbs|Size=Medium|Base Speed=20 ft|image=Raedeen.png|Appearance=&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Color widely varied. Always marked with geometric areas of metallic iridescence and faint panel-like markings&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Have physical features resembling the lineage they are born to|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: That of parent lineage&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: 80 - 110 years}}&lt;br /&gt;
&lt;br /&gt;
(ray-DEEN)&lt;br /&gt;
&lt;br /&gt;
The ancient avadri have vestigial traces of power throughout the known universe.  The world of Ancerra is rich with these slivers of power.  Sometimes, under rare circumstances, this legacy manifests as a living humanoid entity, something between a magical artifact and a breathing biological person. These are the raedeen - sapient traces of powers long forgotten. Raedeen are often quiet and contemplative, in constant communion with slivers of avadri tech all around them.  All raedeen, regardless of relationship with avadri tech, are driven by the need to protect.  Whether that be their friends, a location, or a warped ideal, they remain steadfast due to remnants of a long-forgotten directive.  Rarely will a raedeen place their own safety above that of others, and even more their friends.&lt;br /&gt;
&lt;br /&gt;
A marriage between [[psionic]] technology and biological flesh, raedeen forms carry immense latent magical powers.  They are born to any flesh-and-blood race, but are implanted with the vestiges of avadri technology.  Some cultures, such as the Elves of the Plains, take these features as blessings, as they attune the raedeen to the dormant avadri technology across the planet.  Others, however, view them in a more critical light, ostracizing raedeen due to the magical incidents that often happen around their uncontrolled powers.  Their sensitivity to magic and excellent perception abilities lend them easily towards tracking or looting roles, but this also makes them incredibly susceptible to strong psionic attacks and psychic manipulation.&lt;br /&gt;
&lt;br /&gt;
=== Raedeen Culture ===&lt;br /&gt;
&lt;br /&gt;
==== Corrupted Raedeen ====&lt;br /&gt;
Corrupted raedeen strive to protect ideologies, individuals, or organizations that are twisted reflections of what avadri once cherished. Creativity, power, and the ability to exert one’s will over the chaos around them always appealed to avadri, so a corrupted raedeen might be drawn to an iron-fisted dictator or a shortsighted [[pioneer]] trying to deforest a tract of land. corrupted raedeen have formed an outlook that, while reminiscent of their avadri ancestry, is actually near the opposite of what their ancestors might have wanted.&lt;br /&gt;
&lt;br /&gt;
==== '''Dreamer Raedeen''' ====&lt;br /&gt;
Long before the first sapient life developed on Ancerra, hyper-advanced avadri fell into eons-long dream cycles where they imagined new realities and contemplated the great philosophies of the universe. Dreaming raedeen follow in the footsteps of these avadri. They excel at problem-solving and manifest psionic abilities that they can use to protect their allies and harry their foes.&lt;br /&gt;
&lt;br /&gt;
==== Paragon Raedeen ====&lt;br /&gt;
Paragon raedeen hold more nuanced views of power, creativity, and control than their corrupted kin. They seek to exemplify the delicate balance of all three, as the paragon avadri did in the days of old. For some, this means seeking out authoritarian rulers and punishing them for irresponsible use of power. Other raedeen seek quieter lives, spending their days perfecting beautiful artisanal crafts, songs, or dances.&lt;br /&gt;
&lt;br /&gt;
=== '''Raedeen Traits''' ===&lt;br /&gt;
'''Height:''' 6’0&amp;quot; - 7’6”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 120 - 200 lbs.&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:'''  Raedeen skin varies in a rainbow of colors, but is always marked with geometric areas of metallic iridescence and faint panel-line markings. This might look as subtle as a normal human visage with slight lines on the face and arms. Conversely, the physical tell might be wildly obvious, such as a kettek-like humanoid with horns, blue fur, and metallic plating.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Raedeen have slightly above the average lifespan of a human (roughly 80-110 years), regardless of their parent race. This often leads to tragedy if they are born to a longer-lived race such as elves, as they will age and die far sooner and faster than their parents.&lt;br /&gt;
&lt;br /&gt;
=== '''Raedeen Features''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Raedeen Starting Features''' ====&lt;br /&gt;
At level 1, you gain the following feature as a raedeen. You also gain additional features based on your sublineage choice. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Attunement''' &lt;br /&gt;
|Choose one manifestation of any Aptitude from the Psionic Source. You know that manifestation and it costs 0 SP for you. CHA is your magic attribute when using this feature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Sublineage''' =====&lt;br /&gt;
As raedeen mature, their forms adapt to best serve the raedeen’s personal quest of protection. Choose one raedeen sublineage: corrupted, dreamer, or paragon. Gain all features of the sublineage at level 1. &lt;br /&gt;
&lt;br /&gt;
====== '''Corrupted''' ======&lt;br /&gt;
As a corrupted raedeen, you gain the following features. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Razor Plating''' &lt;br /&gt;
|Your raedeen plating is razor sharp. Your dominant hand grows a retractable blade that can be used as a weapon with the stats of a Scimitar or a Shortsword (your choice).&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood is Fuel'''&lt;br /&gt;
|(CHA/Recoup) You may spend 1 AP to consume any source of fresh blood other than your own, provided that such a source is within 5 ft of you. (No attack roll is required, but you are limited to targeting corpses, Bloodied creatures, or creatures with the Bleeding condition). Doing so grants you TA on all attacks until the end of your next turn as you are fueled by blood. You regain all expended uses when you Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== '''Dreamer''' ======&lt;br /&gt;
As a dreamer raedeen, you gain the following features. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Analytics''' &lt;br /&gt;
|Your mechanical mind processes data at an advanced pace. Whenever you make a check to see through magical illusions, gain +4 to the check.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pierce Soul'''&lt;br /&gt;
|(2/Rest) Your gaze is enough to shatter even the most steadfast mental defense. Whenever you make an attack roll against a creature targeting one of their Mental Defenses, you may give yourself +4 to the attack. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== '''Paragon''' ======&lt;br /&gt;
As a paragon raedeen, you gain the following features. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Resonance''' &lt;br /&gt;
|(1/Rest) Your raedeen plating resonates with magical energies. Choose one type of elemental [[damage]]. When damage of that type hits you, you may spend 1 reactive AP to gain Affinity with that damage. You retain this Affinity for 1 minute. &lt;br /&gt;
|-&lt;br /&gt;
|'''Efficient Biotech''' &lt;br /&gt;
|Your internal organs operate more efficiently than normal beings, drawing directly from magic to sustain you. You no longer require food or drink to sustain yourself and are immune to food-based diseases. You still need to breathe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''All Raedeen Features''' ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th level. Choose from the features below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Analytics''' &lt;br /&gt;
|Dreaming Raedeen, Character Level 10&lt;br /&gt;
|Gain +3 to Investigating and +3 to Intuiting.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Divinity''' &lt;br /&gt;
|&lt;br /&gt;
|Learn two prayers of your choice from the [[Divine]] Source. These prayers count as psionic magic for you, instead of divine, and CHA is your magic attribute for these prayers.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ascension''' &lt;br /&gt;
|Character Level 15&lt;br /&gt;
|Learn the Angel Wings spell from the Divine Source, but it counts as psionic magic for you. You may cast this spell 1/Rest, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood is Fuel II'''&lt;br /&gt;
|Blood is Fuel, Corrupted Raedeen&lt;br /&gt;
|When using your Blood is Fuel ability, gain an additional +1 to all attack rolls, and gain +1 to all of your defenses, until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Calm Appraisal''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points to spend on [[skills]] with the Observation tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Devouring Biotech'''&lt;br /&gt;
|Paragon Raedeen, Character Level 15&lt;br /&gt;
|(1/Rest) Your biotechnical makeup allows you not only to passively consume ambient magic for nutrients, but steal it from magical attacks directed at you. When an enemy within 10 ft of you casts a spell or activates a magical effect that would damage you and no other targets, you may spend 2 reactive AP to make a CHA roll against their WILL. On a success, you negate the damage and instead regain 1d6 HP. The creature still loses its AP, but not any associated SP or rechargeable resources. &lt;br /&gt;
|-&lt;br /&gt;
|'''Eldritch Memory''' &lt;br /&gt;
|Dreaming Raedeen&lt;br /&gt;
|Gain the ability to recall information with near-perfect accuracy. Whenever you make a check to remember knowledge or images that you have encountered within the past month, gain +4 to the check. On a success, you remember it in perfect detail.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eldritch Memory II'''&lt;br /&gt;
|Eidetic Memory, Level 15&lt;br /&gt;
|Your memory is honed to a fine point. Your Eidetic Memory feature applies to knowledge and images that you have encountered within the past 6 months.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enveloping Mind'''&lt;br /&gt;
|Dreaming Raedeen&lt;br /&gt;
|(1/Recoup) Your psionic defenses extend to your allies. Whenever an ally within 10 ft of you is targeted with an attack or spell that would inflict the Dazed or Staggered condition, you may spend 2 reactive AP to add +2 to their defenses.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgotten Knowledge''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points to spend on skills with the Knowledge tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Resonance II'''&lt;br /&gt;
|Magical Resonance, Character Level 20&lt;br /&gt;
|Regain all expended uses of your Magical Resonance ability when you Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|'''Paragon Attunement''' &lt;br /&gt;
|Paragon Raedeen&lt;br /&gt;
|You are particularly sensitive to certain sources of magic that your body has optimized itself to in your environment. When you succeed a skill check to track, locate, or identify an instance of magic (such as the residue of a fireball, the enchantment of an object, or the abilities of a magical creature), you also learn the source(s) of magic that it draws power from, how long it has been enchanted, and any instances of the Signature cantrip, if applicable.&lt;br /&gt;
|-&lt;br /&gt;
|'''Paragon Attunement II'''&lt;br /&gt;
|Paragon Attunement&lt;br /&gt;
|Gain the Paragon Detection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Paragon Detection&amp;lt;/u&amp;gt;: (1/Rest) You may spend 30 seconds to meditate and immediately identify the location and direction of movement of a specific magical caster you are familiar with, provided that the creature is within 10 miles of you. You only gain this insight for a moment, so you cannot supernaturally track that creature using this ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Plated Body'''&lt;br /&gt;
|&lt;br /&gt;
|Your AR and Physical Defenses increase by +1 while you are not wearing [[armor]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Sleek Plating'''&lt;br /&gt;
|Plated Body&lt;br /&gt;
|Gain the benefits of your Plated Body even while wearing armor.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spike Plating'''&lt;br /&gt;
|Corrupted Raedeen&lt;br /&gt;
|Whenever a creature Grapples you or makes an unarmed attack against you, make a CHA attack against that creature’s ANT. This attack costs no AP and you can use it indefinitely. If you hit, that creature takes 1d4 Sharp damage. If a creature starts its turn Grappling you, you may make this attack again.&lt;br /&gt;
|-&lt;br /&gt;
|'''Storm of Daggers'''&lt;br /&gt;
|Character Level 10, Corrupted Raedeen&lt;br /&gt;
|You may spend 4 AP to assault your enemies with a storm of blades and spines. Make a CHA attack vs the REF of all hostile creatures within 15 ft of you. On a success, they take 1d8 Sharp damage and become Shaken until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tireless Soul'''&lt;br /&gt;
|&lt;br /&gt;
|You no longer physiologically require sleep. You must still rest your mind, however, to avoid the psychological effects of exhaustion. 4 hours of quiet meditation is sufficient for you to Take a Rest, but you cannot Take a Rest more than once per 24 hours as usual.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wings of Splendor''' &lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) By spending 3 AP, you can grant yourself a flying speed equal to your walking speed for the next 10 minutes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] • [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Ranger&amp;diff=1230</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Ranger&amp;diff=1230"/>
		<updated>2023-11-24T03:48:25Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up on the fringes of your settlement, spending more time in the wilderness beyond than in the safety of your own homestead. In your youth, you came to love the serenity of rugged nature over the clamor of frivolous settled life. You are more at home with the wolves and the elk than with nobles and debutants. In your early adulthood, you made the decision to leave civilization completely in exchange for a life in the wilds. Now, you defend your heartland from supernatural monstrosities that threaten to upset the balance of nature, and from the cruelties of careless hunters or loggers who regard the natural cycle of&lt;br /&gt;
life with disrespectful indifference.&lt;br /&gt;
As you are more at home in the wilderness than in civilization, you must determine how you intend to survive on your own merits. Do you hone your physical prowessuntil you can go toe to toe with the strongest [[warrior]]? Doyou sharpen your senses and your survival [[skills]], stalkingprey through rugged wilds with more finesse than any cat or bird? Maybe you tap into the [[Primal]] Source, using magic to enhance your physical capabilities and to speak with the animals whose home you share.&lt;br /&gt;
&lt;br /&gt;
===Ranger Stacks===&lt;br /&gt;
&lt;br /&gt;
'''Bravery''' You tap into your instinct to fight, flee, or freeze in the face of danger, and you channel this into fighting prowess.&lt;br /&gt;
&lt;br /&gt;
'''Hunter''' You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.&lt;br /&gt;
&lt;br /&gt;
'''Instinct''' Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.&lt;br /&gt;
&lt;br /&gt;
'''Survivor''' You know the natural world like the back of your hand. Wherever you end up, you know [[how to]] survive.&lt;br /&gt;
&lt;br /&gt;
'''Wilderness Warden''' You can learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.&lt;br /&gt;
&lt;br /&gt;
===Ranger Entry===&lt;br /&gt;
After gaining the Ranger Entry Talent, you can take talents from any of the [[berzerker]] stacks. After gaining the Ranger Entry Talent, you can also gain [[Primal]] Aspect Talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|Ranger, Class Entry&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Aspect&amp;lt;/u&amp;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;
* &amp;lt;u&amp;gt;Skilled:&amp;lt;/u&amp;gt; Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags.&lt;br /&gt;
* &amp;lt;u&amp;gt;Fighting Instinct:&amp;lt;/u&amp;gt; You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. (AWR/Recoup)&lt;br /&gt;
|''Ranger Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bravery Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Bravery ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bravery&amp;lt;/u&amp;gt; Resist Frightened 2.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage'''&lt;br /&gt;
|Bravery&lt;br /&gt;
|(AWR/Rest) Gain the Courage ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt; When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. &lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Your Resist ability from Bravery increases by 1 and applies to Demoralized.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage II'''&lt;br /&gt;
|Bravery II&lt;br /&gt;
|When you use Courage, and you are Bloodied, regain HP equal to your AWR.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight''' &lt;br /&gt;
|Courage II&lt;br /&gt;
Incompatible: Flight, Freeze&lt;br /&gt;
|Gain the Fight ability. Fight When you use Courage, deal +1d6 [[damage]] against the source of the condition for its duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight'''&lt;br /&gt;
|Courage II&lt;br /&gt;
Incompatible: Fight, Freeze&lt;br /&gt;
|Gain the Flight ability. Flight When you use Courage, gain +5 ft speed when you use AP to move. This lasts for the condition’s duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze'''&lt;br /&gt;
|Courage II&lt;br /&gt;
Incompatible: Flight, Flight&lt;br /&gt;
|Gain the Freeze ability. Freeze When you use Courage, you gain TD on attacks, suffer the Frozen condition, and all of your defenses increase by +3. This lasts for the condition’s duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery III'''&lt;br /&gt;
|Bravery 5&lt;br /&gt;
|Your Resist ability from Bravery increases by 1, and applies to Broken.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drive to Survive'''&lt;br /&gt;
|Bravery III&lt;br /&gt;
|Gain the Drive to Survive ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drive to Survive&amp;lt;/u&amp;gt; (1/2 AWR/Rest) When you start your turn and can see a creature that has any Planar, Modifying, or Magical creature tags, you may become Shaken. This counts as you becoming Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever is first).&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery IV'''&lt;br /&gt;
|Drive to Survive&lt;br /&gt;
|Gain +2 Skill Points in Skill(s) with the Observation tag. Your Resist ability from Bravery increases by 1.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage III'''&lt;br /&gt;
|Bravery IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. When you use Courage, regain HP equal to your AWR (regardless of whether you are Bloodied).&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight II'''&lt;br /&gt;
|Courage III, Fight&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your damage from the Fight ability becomes 1d8.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight II'''&lt;br /&gt;
|COurage III, Flight&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze II'''&lt;br /&gt;
|Courage III, Freeze&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. You no longer suffer the Frozen condition with this ability.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drive to Survive II'''&lt;br /&gt;
|Bravery 10&lt;br /&gt;
|Drive to Survive becomes AWR/Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage IV'''&lt;br /&gt;
|Drive to Survive II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. Courage recharges AWR/Recoup.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight III'''&lt;br /&gt;
|Courage IV, Fight II&lt;br /&gt;
|The additional damage from the Fight ability becomes 1d12.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight III'''&lt;br /&gt;
|Courage IV, Flight II&lt;br /&gt;
|Your speed from the Flight ability becomes +10 ft.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze III'''&lt;br /&gt;
|Courage IV, Freeze II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. The Freeze ability increases your defenses by +5.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Undaunted'''&lt;br /&gt;
|Bravery 13&lt;br /&gt;
|The Shaken condition only reduces your d20 rolls by 1.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fear Itself''' &lt;br /&gt;
|Undaunted&lt;br /&gt;
|It is said that in the face of fear you rise above or you crumble. However, those who know you have seen you strike fear in the hearts of those who would typically terrify others. Gain the Fear Itself ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fear Itself&amp;lt;/u&amp;gt;  (1/Recoup) When a creature causes you to become Broken, Demoralized, Frightened, or Shaken, if that creature can see you, it immediately takes 2d10 Psychic damage and you gain TA against it until the end of your next turn. Additionally, the creature suffers the same [[conditions]] that it inflicted on you for the duration that you do.  &lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.&lt;br /&gt;
|''Ranger, Bravery, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hunter Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|When you have been tracking a creature for at least 1 hour using AWR/Tracking, when you start [[Initiative]] in [[combat]] against it, you deal +2 damage against it for the first minute.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Corner Quarry'''&lt;br /&gt;
|Hunter&lt;br /&gt;
Incompatible: Outnumbered&lt;br /&gt;
|When you are Flanking a creature, gain an additional TA against it.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Corner Quarry II'''&lt;br /&gt;
|Corner Quarry&lt;br /&gt;
Incompatible: Outnumbered II&lt;br /&gt;
|Gain the Corner Quarry ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Corner Quarry&amp;lt;/u&amp;gt; (2/Recoup) If you are Flanking a creature, you may spend 2 AP to Engage it for 1 minute or until you are no longer within 5 ft of it. &lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Outnumbered'''&lt;br /&gt;
|Hunter&lt;br /&gt;
Incompatible: Corner Quarry&lt;br /&gt;
|When you are Flanked, you gain TA.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Outnumbered II'''&lt;br /&gt;
|Outnumbered&lt;br /&gt;
Incompatible: Corner Quarry II&lt;br /&gt;
|When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye'''&lt;br /&gt;
|Hunter&lt;br /&gt;
Incompatible: Volley&lt;br /&gt;
|Gain the Deadeye ability. Deadeye When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye II'''&lt;br /&gt;
|Deadeye&lt;br /&gt;
Incompatible: Rain of Arrows&lt;br /&gt;
|(2/Recoup) Gain the Takedown Shot ability.Takedown Shot When you use Deadeye, deal 1d8 additional damage. &lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley'''&lt;br /&gt;
|Hunter&lt;br /&gt;
Incompatible: Deadeye&lt;br /&gt;
|(2/Recoup) Gain the Volley ability. Volley When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP &lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Rain of Arrows'''&lt;br /&gt;
|Volley&lt;br /&gt;
Incompatible: Deadeye II&lt;br /&gt;
|Gain the Rain of Arrows ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rain of Arrows&amp;lt;/u&amp;gt; (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1/2 on a miss.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter's Quarry'''&lt;br /&gt;
|3&lt;br /&gt;
|(2/Rest) Learn the Hunter’s Quarry spell if you do not already know it. You may cast this spell without expending SP. &lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter II'''&lt;br /&gt;
|Hunter’s Quarry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Survival tags. Pick a creature with one of the following creature tags: [[Arcane]], Avadri, Celestial, [[Divine]], Eldritch, [[Elemental]], Fae, Fiend, Giant, Monstrosity, [[Occult]], Primal, [[Psionic]], or [[Undead]]. Gain the Target Prey ability against creatures with the tag that you chose. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Target Prey&amp;lt;/u&amp;gt; Gain an additional +4 on History, Perceiving, Sneaking, and Tracking rolls made in relation to creatures of the type that you chose from Hunter II.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew'''&lt;br /&gt;
|Hunter II, Corner Quarry II&lt;br /&gt;
|Gain the Hew ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hew&amp;lt;/u&amp;gt; (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage. &lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew II'''&lt;br /&gt;
|Hew&lt;br /&gt;
|Your crit range increases by 1 against creatures that have no adjacent allies.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane'''&lt;br /&gt;
|Hunter II, Outnumbered II&lt;br /&gt;
|Gain the Hordesbane ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hordesbane&amp;lt;/u&amp;gt; Once per turn, When you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP).&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane II'''&lt;br /&gt;
|Hordesbane&lt;br /&gt;
|Gain the Whirling Blades ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Whirling Blades&amp;lt;/u&amp;gt; (2/Rest) When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss. &lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye'''&lt;br /&gt;
|Hunter II, Deadeye II&lt;br /&gt;
|When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye II'''&lt;br /&gt;
|Eagle Eye&lt;br /&gt;
|When making a ranged attack, you do not suffer any penalty for targeting an enemy in Darkness, provided that you know the enemy’s location.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley II'''&lt;br /&gt;
|Hunter II, Rain of Arrows&lt;br /&gt;
|Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Rain of Arrows II'''&lt;br /&gt;
|Volley II&lt;br /&gt;
|Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter III'''&lt;br /&gt;
|Hunter 7&lt;br /&gt;
|Choose two additional creature types to gain Favored Prey.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter IV'''&lt;br /&gt;
|Hunter III&lt;br /&gt;
|Gain the Mark ability.&lt;br /&gt;
Mark When you roll Initiative, you may Mark a Target Prey creature that you can see. It becomes Vulnerable 1 to your weapon attacks for 1 minute. (1/Rest)&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''One with the Land'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|Pick 1 of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment, you and up to AWR allies can move stealthily at a normal pace and remain alert to danger as though traveling cautiously.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Speed'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|Gain +5 ft speed when you can see your Target Prey.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Fletcher'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|You can fletch your own arrows, making 1d8 + INT/ Woodcarving arrows each time you Rest.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Shroud'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|When you are Concealed, creatures that attack you gain 1 additional TD.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickdraw'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|You can draw/stow [[weapons]] without spending AP once on your turn.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Calculating'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|Gain the Calculating ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Calculating&amp;lt;/u&amp;gt; (3/Rest) When you roll Initiative and are facing a Target Prey, you may choose for all of your attacks that would target their AR to instead target either REF, FORT, or ANT (your choice at the start of combat). This effect lasts until combat concludes. &lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruthless Hunter'''&lt;br /&gt;
|Hunter 11&lt;br /&gt;
|Gain two of the following: Cornered Quarry, Outnumbered, Deadeye, and Volley. Ignore any Incompatibility restrictions for these selections.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Cornered Quarry III'''&lt;br /&gt;
|Ruthless Hunter, Hew II&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Athleticism or Stamina tags. Cornered Quarry becomes END/Recoup.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew III'''&lt;br /&gt;
|Cornered Quarry III&lt;br /&gt;
|When you use Hew against a target and it does not die, gain 3 AP.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane III'''&lt;br /&gt;
|Ruthless Hunter, Hordesbane II&lt;br /&gt;
|Whirling Blades becomes END/Rest.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Horde Breaker'''&lt;br /&gt;
|Hordesbane III&lt;br /&gt;
|Gain the Horde Breaker ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horde Breaker&amp;lt;/u&amp;gt; (1/Recoup) Gain +1 TA and +1 to damage rolls for every enemy adjacent to you. This lasts until the end of your next turn.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye III'''&lt;br /&gt;
|Ruthless Hunter, Eagle Eye II&lt;br /&gt;
|When using Deadeye, increase your Crit range by 1. Takedown Shot becomes AWR/Recoup.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Rapid Takedown'''&lt;br /&gt;
|Deadeye III&lt;br /&gt;
|When you use Takedown Shot against a target and it does not die, gain 3 AP.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley III'''&lt;br /&gt;
|Ruthless Hunter, Rain of Arrows II&lt;br /&gt;
|Volley works on creatures within 30 ft of each other. When you use Volley on a creature that was adjacent to your first target, it does not expend a use of Volley.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Arrow Storm'''&lt;br /&gt;
|Volley III&lt;br /&gt;
|Gain the Arrow Storm ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Arrow Storm&amp;lt;/u&amp;gt; (1/ Rest) When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft.&lt;br /&gt;
|Ranger, Hunter&lt;br /&gt;
|-&lt;br /&gt;
|'''Peerless Hunter'''&lt;br /&gt;
|Hunter 14&lt;br /&gt;
|Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards. When you roll Initiative and you have no Target Prey, choose one enemy to be Target Prey. Gain the Peerless Hunter ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Peerless Hunter&amp;lt;/u&amp;gt; (1/Week) When you finish Taking a Rest, you can reassign all of your Talent points spent in this stack, taking new Talents within this stack. You lose this ability if you reassign your talents in such a way that you no longer have access to this Talent. &lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; (1/ Rest) You can reselect the creature types that target prey features work on. &lt;br /&gt;
|Ranger, Hunter, Capstone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Instinct Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Preternatural Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Preternatural Dodge&amp;lt;/u&amp;gt; (AWR/Rest) When a creature attacks one of your Physical or Mental defenses, you can use ANT in place of whatever was targeted. &lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct II'''&lt;br /&gt;
|Survival Instinct&lt;br /&gt;
|Fighting Instinct lasts until the end of your next turn.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct II'''&lt;br /&gt;
|Fighting Instinct II&lt;br /&gt;
|Gain the Size Up ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Size Up&amp;lt;/u&amp;gt; You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct III'''&lt;br /&gt;
|Survival Instinct II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your Fighting Instinct also grants you a +1 to all damage rolls.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant'''&lt;br /&gt;
|Fighting Instinct III&lt;br /&gt;
|Gain the Vigilant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vigilant&amp;lt;/u&amp;gt; (AWR/Rest) If you roll lower than 10 on an AWR check, treat that roll as 10 instead &lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinict III'''&lt;br /&gt;
|Vigilant&lt;br /&gt;
|Your ANT increases by +1. Choose REF or FORT to also increase by +1.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant II'''&lt;br /&gt;
|Survival Instinct III&lt;br /&gt;
|Vigilant becomes ANT instead of 10.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct V'''&lt;br /&gt;
|Vigilant II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct IV'''&lt;br /&gt;
|Survival Instinct IV&lt;br /&gt;
|Gain the Pounce ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Pounce&amp;lt;/u&amp;gt; On your first turn in Initiative if no enemies have acted yet, gain 2 additional AP.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant III'''&lt;br /&gt;
|Fighting Instinct IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct V'''&lt;br /&gt;
|Vigilant III&lt;br /&gt;
|Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant IV'''&lt;br /&gt;
|Survival Instinct V&lt;br /&gt;
|Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct V'''&lt;br /&gt;
|Vigilant IV&lt;br /&gt;
|Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant V'''&lt;br /&gt;
|Fighting Instinct V&lt;br /&gt;
|Vigilant is always active.&lt;br /&gt;
|Ranger, Instinct&lt;br /&gt;
|-&lt;br /&gt;
|'''Cornered Animal'''&lt;br /&gt;
|Vigilant V&lt;br /&gt;
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath. &lt;br /&gt;
(1/Rest) When you start your turn with 0 HP, you may gain 2 Death Points. If you do, then until the end of your next turn, your speed doubles, you gain TA on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.&lt;br /&gt;
|Ranger, Instinct, Capstone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Survivor Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Survival or Stamina tags. Pick one of the 11 environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. This is your Natural Habitat. While in that environment, you can always find enough food for a number of creatures equal to your AWR.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses'''&lt;br /&gt;
|Natural Habitat&lt;br /&gt;
|Gain the Primeval Sense ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Senses&amp;lt;/u&amp;gt; (AWR/Rest) By focusing for 1 minute, you learn whether any of the following creatures are within 1 mile of you: Arcane, Divine, Occult, Primal, Psionic, Undead, Monstrosity, Fae, and Eldritch. You do not learn their identities but learn their exact numbers and direction/ distance from you. This information is fleeting, but if you do no strenuous activity you can maintain it for up to 10 mins.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat II'''&lt;br /&gt;
|Primeval Senses&lt;br /&gt;
|(AWR/Rest)Gain the Wilderness Mastery talent. Wilderness Mastery When in your favored environment, give yourself double your skill points before you make an AWR Skill check.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Seneses II'''&lt;br /&gt;
|Natural Habitat II&lt;br /&gt;
|When you use Primeval Senses, you can use Primal Identification.&lt;br /&gt;
Primal Identification Learn the identity of one creature that you sense.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride'''&lt;br /&gt;
|Primeval Senses II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Acrobatics Tag. Ignore Difficult Terrain while in a Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivor'''&lt;br /&gt;
|Nature Stride&lt;br /&gt;
|Gain a Primal Aspect. Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses III'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|You cannot become lost, except through the use of magic. Primeval Senses recharges AWR/Recoup.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat III'''&lt;br /&gt;
|Primeval Senses III&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Athleticism tags. Pick a second environment to be your Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivor II'''&lt;br /&gt;
|Natural Habitat III&lt;br /&gt;
|You become Immune to common poisons and diseases.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride II'''&lt;br /&gt;
|Survivor II&lt;br /&gt;
|Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses IV'''&lt;br /&gt;
|Nature Stride II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation tag. Primeval Identification can be used on a number of targets equal to 1/2 your AWR.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat IV'''&lt;br /&gt;
|Primeval Senses IV&lt;br /&gt;
|Pick a third environment to be your Natural Habitat, and Wilderness Mastery is AWR/Recoup.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride III'''&lt;br /&gt;
|Prerequisites: Natural Habitat IV&lt;br /&gt;
|Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Sense V'''&lt;br /&gt;
|Nature Stride III&lt;br /&gt;
|You have unlimited uses of your Primeval Senses ability.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unrivaled Explorer'''&lt;br /&gt;
|Primeval Sense V&lt;br /&gt;
|You are known as a person truly in tune with the untamed, uncharted wilderness in all its splendor, and are commonly sought out as a guide for high-profile travelers. You may embrace this or you may hide from civilization to avoid the recognition and to just spend time in the wild, where your heart truly lies. You can never become lost, even by magical means. You have TA when you are in one of your Natural Habitats. &lt;br /&gt;
(1/Week) When you Take a Rest in a type of environment that is not one of your Natural Habitats, you may replace one of your old Natural Habitats with this new environment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Ranger, Survivor, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wilderness Warden Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden'''&lt;br /&gt;
|Prerequisites: Ranger Entry&lt;br /&gt;
|Gain the Warden of the Primal talent if you did not already have it. If you did already have it, gain a talent from the Primal Magic stack. Each time you level up and spend your talent point on a talent in the Wilderness Warden stack, you gain +5 SP and +1 Primal Power.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Envieronmentalist'''&lt;br /&gt;
|Primal Warden&lt;br /&gt;
|Pick one of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment and not within 1 mile of a settled area, you regain 1 SP when you Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger's Invocation'''&lt;br /&gt;
|Environmentalist or Planar Protector&lt;br /&gt;
|Learn one Invocation. Pick an Invocation that you know that has no Tier prerequisites. You can cast that Invocation 1 time per day without expending your Invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empower Chant'''&lt;br /&gt;
|Ranger’s invocation or Intrinsic Boon&lt;br /&gt;
|Pick one Chant that does not deal damage. While more than 1 mile from a settled area, you can cast that Chant as if it were 1 Tier stronger (e.g., if you normally cast Chants at Primal Tier 2, cast this Chant at Primal Tier 3).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector'''&lt;br /&gt;
|Primal Warden&lt;br /&gt;
|Pick one creature type: Arcane, Avadri, Celestial, Divine, Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal, Psionic, or Undead. Your magic attack rolls against those creatures increases by +1.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon'''&lt;br /&gt;
|Environmentalist or Planar Protector&lt;br /&gt;
|Learn one chant, one invocation, and one spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger's Spells'''&lt;br /&gt;
|Ranger’s invocation or Intrinsic Boon&lt;br /&gt;
|Pick two Intrinsic spells that you know. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden II'''&lt;br /&gt;
|Prerequisites: Empower Chant or Ranger’s Spells&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist II'''&lt;br /&gt;
|Primal Warden II, Environmentalist&lt;br /&gt;
|Learn a new Primal Aspect. The environment you picked now restores 2 SP per Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wanderer's Invocation'''&lt;br /&gt;
|Environmentalist II or Planar Protector II&lt;br /&gt;
|Learn one invocation. Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Chant'''&lt;br /&gt;
|Wanderer’s Invocation or Intrinsic Boon II&lt;br /&gt;
|Pick one chant that you did not select with Empowered Chant. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector II'''&lt;br /&gt;
|Primal Warden II, Planar Protector&lt;br /&gt;
|Choose a new type of creature from your Planar Protector feature. Your Planar Protector bonus works on creatures with either tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon II'''&lt;br /&gt;
|Environmentalist II or Planar Protector II;&lt;br /&gt;
|Intrinsic Boon Learn one chant, one invocation, and one spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wanderer's Spells'''&lt;br /&gt;
|Wanderer’s Invocation or Intrinsic Boon II&lt;br /&gt;
|Pick two spells with the Nature tag that you know and that you have not selected for your ranger’s spells feature. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden III'''&lt;br /&gt;
|Furious Chant or Wanderer’s Spells&lt;br /&gt;
|You cannot become lost except through the use of magic. Gain a talent from the Primal Magic stack.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden IV'''&lt;br /&gt;
|Primal Warden III&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist III'''&lt;br /&gt;
|Primal Warden IV, Environmentalist II&lt;br /&gt;
|The environment you picked now restores 3 SP per Recoup. All environments now restore 1 SP per Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Invocation'''&lt;br /&gt;
|Environmentalist III or Planar Protector III&lt;br /&gt;
|Learn one invocation. Pick an invocation that you know that is Tier 2 or Tier 3. You can cast that invocation one time per day without expending an invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Chant of the Wild Heart'''&lt;br /&gt;
|Primeval Invocation or Intrinsic Boon III&lt;br /&gt;
|When you reach Primal Tier 6, gain +12 Skill Points that you can assign to skills with the Athleticism, Acrobatics, Stamina, Observation, or Survival Tags.&lt;br /&gt;
(1/Week) You can choose which Intrinsic chants get your bonus from the “Chant” abilities in this stack when you Rest.  &lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector III'''&lt;br /&gt;
|Primal Warden IV, Planar Protector II&lt;br /&gt;
|Choose a creature type you’ve already chosen with Planar Protector 1 or 2. Gain an additional +1 on magic attacks against creatures of that type.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon III'''&lt;br /&gt;
|Environmentalist 3 or Planar Protector 3; Intrinsic Boon II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Survival tag. Learn 1 chant, 1 invocation, and 1 spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Spells'''&lt;br /&gt;
|Prerequisites: Primeval Invocation or Intrinsic Boon III&lt;br /&gt;
|Pick 3 Intrinsic spells that you know and that have benefitted either from Ranger’s Spells or Wanderer’s Spells. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden V'''&lt;br /&gt;
|Chant of the Wild Heart or Primeval Spells&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Exemplar'''&lt;br /&gt;
|Primal Warden V&lt;br /&gt;
|Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you. You can never become lost, even by magical means. When you Take a Rest and you are not within 1 mile of a settled area, you may reassign all of your Ranger talent points, assigning them to other Ranger talents.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Choose one Intrinsic spell and one Intrinsic invocation. Both must have the Nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation slots.&lt;br /&gt;
|''Ranger, Wilderness Warden, Capstone''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=1229</id>
		<title>Pugilist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=1229"/>
		<updated>2023-11-24T03:47:54Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up in a rough neighborhood and had been in more than your fair share of street fights by the time you were a teen. Forged and tempered by your brutal environment, you are familiar with the necessity of fighting over scraps of food and the agony of gnawing hunger and broken ribs after losing such a fight. But you remained determined to persevere despite innumerable hardships. Through sheer will to survive, unwavering grit, and bloody fists, you became a powerful unarmed combatant, capable of going toe to toe even with skilled warriors that fight with sword or spear.&lt;br /&gt;
Your skill in unarmed [[combat]] is unquestioned, and your style very distinct. Do you rely on your overwhelmingly powerful physique to crush your foes? Maybe you fight with an unpredictable blend of strength and agility, or you might rigorously train in various forms that you can use to outmaneuver enemies with different fighting styles. Whatever your personal blend of unarmed combat maneuvers, you quickly cultivate a reputation among other fighters for your skill at holding your own against armed combatants.&lt;br /&gt;
&lt;br /&gt;
After gaining the Pugilist Entry talent, you can take talents from any of the pugilist stacks.&lt;br /&gt;
&lt;br /&gt;
===Pugilist Stacks===&lt;br /&gt;
'''Constitute''' Your body is capable of withstanding overwhelming punishment. No matter how hard you are hit, no matter how many blows, you come back for another round.&lt;br /&gt;
&lt;br /&gt;
'''Pummeling''' You hone your body and become inhumanly strong, capable of delivering punches that devastate your opponents.&lt;br /&gt;
&lt;br /&gt;
'''Wrestling''' A well-rounded wrestler, you have a balanced mix of offensive and defensive maneuvers and can easily grapple your foes.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts''' By focusing on harmony of body, mind, and spirit, you can flow between various forms of unarmed combat, going beyond the bounds of physique alone.&lt;br /&gt;
&lt;br /&gt;
== Pugilist Talents ==&lt;br /&gt;
&lt;br /&gt;
===Pugilist Entry===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Class Entry, Pugilist'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmed Combatant'''&lt;br /&gt;
|&lt;br /&gt;
|Your unarmed attacks deal more [[damage]] now. You may choose whether to use STR or DEX for attacks and damage with unarmed attacks and natural [[weapons]]. Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6). 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;
|'''Pugilist’s Maneuvers'''&lt;br /&gt;
|&lt;br /&gt;
|Gain three Pugilist’s Maneuvers: Grab, Counterpunch, and Corner. You can use your Pugilist’s Maneuvers collectively a number times equal to your Pugilist Level/Recoup. You can learn additional Pugilist Maneuvers from your other pugilist talents.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Grab&amp;lt;/u&amp;gt; When you hit with an unarmed attack, you may automatically Grapple the creature.&lt;br /&gt;
* &amp;lt;u&amp;gt;Counterpunch&amp;lt;/u&amp;gt; When an enemy misses you with a melee attack, you can spend 1 AP to make an unarmed reactive attack.&lt;br /&gt;
* &amp;lt;u&amp;gt;Corner&amp;lt;/u&amp;gt; When an enemy moves more than 5 ft away from you, you may spend 1 AP to make an unarmed reactive attack, then move up to your speed towards that enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Constitute Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|(END/Rest) When you are not wearing [[armor]] and take physical damage, you can spend 1 reactive AP to gain Shield HP equal to the damage you just took.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength'''&lt;br /&gt;
|Ignore Pain&lt;br /&gt;
|Gain the Surge of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Strength&amp;lt;/u&amp;gt; The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand'''&lt;br /&gt;
|Surge of Strength&lt;br /&gt;
|Learn 1 Pugilist’s Maneuver of your choice. When you are Bloodied, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Red Right Hand&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on [[skills]] with the Stamina tag. If Bloodied when you Ignore Pain, add your END to the&lt;br /&gt;
amount of Shield HP that you gain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|Ignore Pain II&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after Recouping.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage'''&lt;br /&gt;
|Surge of Strength II&lt;br /&gt;
|While you are Bloodied, all of your unarmed and natural weapon damage rolls deal +X damage, where X equals the number of Death Points you have.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Enrage&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Recoup, regain 1 use of Ignore Pain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus'''&lt;br /&gt;
|Ignore Pain III&lt;br /&gt;
|Gain the Battle Focus ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Battle Focus&amp;lt;/u&amp;gt; While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''On The Ropes'''&lt;br /&gt;
|Battle Focus&lt;br /&gt;
|Gain the On the Ropes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;On the Ropes&amp;lt;/u&amp;gt; (1/ Rest) When reduced to 0 HP, regain 1d4 HP. &lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|On the Ropes&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after rolling [[Initiative]].&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt; When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Constitute'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Treat your END as being one Threshold higher when calculating your HP. When you take this talent, you may reroll or recalculate your HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage II'''&lt;br /&gt;
|Constitute 11&lt;br /&gt;
|Triple your damage from Enrage while you have 0 HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand II'''&lt;br /&gt;
|Enrage II&lt;br /&gt;
|Learn 1 Pugilist’s Maneuver of your choice. When you are have 0 HP, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d6 to 1d8), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mastery Of Form'''&lt;br /&gt;
|Red Right Hand II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus II'''&lt;br /&gt;
|Mastery of Form&lt;br /&gt;
|Battle Focus becomes: While you are Bloodied, you are immune to being Shaken. If you are Sickened, you instead subtract 2 from your d20 rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unkillable Champion'''&lt;br /&gt;
|Battle Focus II&lt;br /&gt;
|You are cheered the world over as an unkillable [[warrior]]. People often challenge you to feats of strength, buy you drinks, and want to hear of your great exploits. You may use the Unkillable Champion ability when you roll Initiative.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unkillable Champion&amp;lt;/u&amp;gt; (1/Week) For the duration of the battle, regain 1d4 HP at the start of each of your turns. &lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Unkillable Champion becomes 1/Rest.&lt;br /&gt;
|''Pugilist, Constitute, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Martial Arts Track ====&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;
|'''Predict A Punch'''&lt;br /&gt;
|Class Entry&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Owl'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Owl. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Owl&amp;lt;/u&amp;gt; You have TD on all attacks, and have +3 to ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Squirrel'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Squirrel. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Squirrel&amp;lt;/u&amp;gt; You have a climb speed equal to your walking speed, and count as one size smaller for the purposes of Grappling and moving through creatures.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bear'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bear. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bear&amp;lt;/u&amp;gt; You have -1 REF and +3 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Danger'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flip'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Learn the Trip Pugilist Maneuver if you didn’t know it. When you use Counterpunch, you may also use Trip as part of the same Pugilist’s Maneuver (costing no additional AP).&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Defense'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +1 REF and FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bison'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bison. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bison&amp;lt;/u&amp;gt; Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Turtle'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Turtle. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Turtle&amp;lt;/u&amp;gt; You are Shaken, but have +2 to every defense.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Leopard'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Leopard. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Leopard&amp;lt;/u&amp;gt; Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the same fashion.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|The following weapons work with any Martial Arts ability that references “unarmed or natural weapon attacks”: Dagger, Kama, Kunai, Kusarigama, Nunchucks, Quarterstaff, Shuriken, Tonfa, Wakizashi, and Whip.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts II'''&lt;br /&gt;
|Armed Arts&lt;br /&gt;
|Armed Arts weapons work for Pugilist’s Maneuvers that mention “unarmed or natural weapon attacks” as well.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Kensei'''&lt;br /&gt;
|Armed Arts II&lt;br /&gt;
|Pick any two weapons with the Melee or Reach tag to add to your Armed Arts weapons list.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms'''&lt;br /&gt;
|Martial Arts 4&lt;br /&gt;
|Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fluid Forms&amp;lt;/u&amp;gt; (1/Recoup) You can switch between Stances for 0 AP. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Serpent'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Serpent. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Serpent&amp;lt;/u&amp;gt; For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Rabbit'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Rabbit. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Rabbit&amp;lt;/u&amp;gt; Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Wolf'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the [[Wolf]]. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Wolf&amp;lt;/u&amp;gt; You gain TA on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this TA as well. If there are no allies&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of eight times, you can use the Know Your Enemy ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Know Your Enemy&amp;lt;/u&amp;gt; For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weak Spot'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain the Weak Spot ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weak Spot&amp;lt;/u&amp;gt; (2/Recoup) When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. Gain the Impulse II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''QUIET MIND'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Quiet Mind ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Quiet Mind&amp;lt;/u&amp;gt; (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''DISRUPT KI'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Disrupt Ki ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Disrupt Ki&amp;lt;/u&amp;gt; (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 reactive AP that you lose at the start of your next turn. This can only be used on reactive attacks. This is a source of Special AP. You can only have one source of Special AP. If you gain a new source, choose whether you keep this source or take the new source of special AP.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Raging Fire'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Raging Fire&amp;lt;/u&amp;gt; For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Flowing Water'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Flowing Water&amp;lt;/u&amp;gt; For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Stout Oak'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Stout Oak&amp;lt;/u&amp;gt; For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 9&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. You can use Fluid Forms 2/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Survival, Knowledge, and Observation tags. Gain +1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Martial Artist'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Basic maneuvers that cost 2 AP now cost 1 AP for you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Reactive Stance&lt;br /&gt;
|You gain 2 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(2/Recoup) You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dance Of Battle'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(1/Turn) When a creature misses you with an attack, you may move up to 10 ft for free (0 AP). &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Know your Enemy only requires four attacks, and it also reveals what defenses the creature can target with its attacks.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unfettered Speed'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Your base speed increases by 10 ft.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse III talent from the&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monkey Climbing The Tree'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|When you spend AP to move, you can run along vertical surfaces. You cannot end your movement on a vertical surface or you fall unless you have at least one free hand, in which case you can end your movement on a vertical surface.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|You gain 3 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meijin'''&lt;br /&gt;
|Martial Artist 14&lt;br /&gt;
|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Myriad Stances&amp;lt;/u&amp;gt; (1/Week) By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again until you regain access to it. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Myriad Stances becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pummeling Track ====&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;
|'''Take A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 FORT. Gain the Tough talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Counterpunch'''&lt;br /&gt;
|Take a Punch&lt;br /&gt;
|When you use Counterpunch, you gain TA and deal +2 damage on a hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Greater Counterpunch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Corner'''&lt;br /&gt;
|Boxer’s Maneuvers&lt;br /&gt;
|When you use Corner, gain TA. If you hit, the enemy is Slowed until the end of their turn.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch'''&lt;br /&gt;
|Greater Corner&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. Gain Mighty Punch.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mighty Punch&amp;lt;/u&amp;gt; (1/Recoup) Add +1/2 END to hit, and +END to damage.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch II'''&lt;br /&gt;
|Mighty Punch&lt;br /&gt;
|Gain the Tough II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hulking'''&lt;br /&gt;
|Take a Punch II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. You count as one Size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Hulking&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Corner'''&lt;br /&gt;
|Boxer’s Maneuver II&lt;br /&gt;
|When you use Greater Corner, gain an additional TA, and if you hit they fall prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Counterpunch'''&lt;br /&gt;
|Superior Corner&lt;br /&gt;
|When you use Counterpunch, gain an additional TA. If you hit, the target falls Prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Uppercut'''&lt;br /&gt;
|Superior Counterpunch&lt;br /&gt;
|Learn Uppercut if you did not know it. Your crit range on Uppercut increases by 2.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Uppercut'''&lt;br /&gt;
|Greater Uppercut&lt;br /&gt;
|You always have TA on Uppercut. If you crit, a creature is pushed 10 ft, takes 1d4 falling damage, and is Dazed.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Gut Punch'''&lt;br /&gt;
|Superior Uppercut&lt;br /&gt;
|Learn Gut Punch if you did not know it. It only costs you 3 AP.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Gut Punch'''&lt;br /&gt;
|Greater Gut Punch&lt;br /&gt;
|You always have TA on Gut Punch, and you knock a creature Prone if you hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch II'''&lt;br /&gt;
|Superior Gut Punch&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. When you crit with Mighty Punch, if you roll the&lt;br /&gt;
maximum number on your damage die (such as 8 on a d8), roll another damage die. Repeat this process until you have no new maximum rolls on your damage dice, then add the sum of all of those damage dice together. Mighty Punch becomes (3/Recoup)&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch III'''&lt;br /&gt;
|Mighty Punch II&lt;br /&gt;
|Gain +1 FORT. Gain the Tough III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Weight Champion'''&lt;br /&gt;
|Take a Punch III&lt;br /&gt;
|You have the glorious title of heavyweight champion. People challenge you to nonlethal fights and feats of strength just to witness your incredible brawn. You count as one additional size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage rolls increase by one die size (e.g., from 1d8 to 1d10) to a max of 1d12.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; The final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Pugilist, Pummeling, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wrestling Track ====&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;
|'''Dodge A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 REF. Gain the Evasive talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers'''&lt;br /&gt;
|Dodge a Punch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reverse Grapple'''&lt;br /&gt;
|Wrestler’s Maneuvers&lt;br /&gt;
|When you are Grappled, you can spend 2 AP on your turn to attempt to reverse it. Make a STR or DEX attack against the creature’s REF or FORT (their choice). If you hit, then you are no longer grappled and you are grappling that creature.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of ten times since you rolled Initiative, you can use Size Up. Size Up. For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up II'''&lt;br /&gt;
|Size Up&lt;br /&gt;
|Your Size Up ability now only requires six attacks to trigger. You also learn the creature’s Resist, Vulnerable, and Immune traits.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 FORT and your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl II'''&lt;br /&gt;
|Brawl&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 AR and gain TA on all of your attacks.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch II'''&lt;br /&gt;
|Wrestling 5&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Gain the Evasive II talent from the&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers II'''&lt;br /&gt;
|Dodge a Punch II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke'''&lt;br /&gt;
|Wrestler’s Maneuvers II&lt;br /&gt;
|Learn Headlock if you did not know it. When a creature breaks free from being Restrained by Headlock, it does not break them free from your Grapple; they must first break free from Restrained, then from Grappled, using separate checks and spending AP for each check.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|Gain +1 REF and +1 FORT. &lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique II'''&lt;br /&gt;
|Pure Physique&lt;br /&gt;
|Gain +1 REF and +1 FORT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Weapons'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|You can use any object that would not have the Unwieldy tag as a Club. You can use any object that you can lift that has the Unwieldy tag as a Maul that costs 4 AP to use.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Technique'''&lt;br /&gt;
|Improvised Weapons&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers III'''&lt;br /&gt;
|Wrestling 10&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke II'''&lt;br /&gt;
|Wrestler’s Maneuvers III&lt;br /&gt;
|Gain the Submission Hold ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Submission Hold&amp;lt;/u&amp;gt; Target a creature that is Bloodied or has 50 HP or less (whichever value is lower) that you have Restrained using Headlock. You may spend 4 AP to make an END attack against their FORT. If you hit, they become Dazed until the end of your next turn. If they were already Dazed, they become Stunned. If they were already Stunned, they fall Unconscious. If you knock someone Unconscious in this way, you gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch III'''&lt;br /&gt;
|Headlock Choke II&lt;br /&gt;
|Gain +1 REF. Gain the Evasive III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke III'''&lt;br /&gt;
|Dodge a Punch III&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Stun an enemy using Submission Hold, they gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers IV'''&lt;br /&gt;
|Headlock Choke III&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Move'''&lt;br /&gt;
|Wrestler’s Maneuvers IV&lt;br /&gt;
|You are a ring fighter of incredible fame, and people will pay high bets on you, gang up against you in cage matches, and revel in your glory. Choose a Pugilist’s Maneuver that you already know, which becomes your Signature Move. Your Signature Move always has TA and does not expend a use of your Pugilist’s Maneuvers.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knockout&amp;lt;/u&amp;gt; (1/Rest) When you attack a creature that is Stunned or Prone with your Signature Move, and that creature is Bloodied or has 50 HP or fewer (whichever value is lower), then you roll an additional damage die and your Signature Move crits on a roll of 16-20.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; You gain a second signature move, and Knockout becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|}&lt;br /&gt;
===Pugilist Maneuvers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Abitlity&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodger'''&lt;br /&gt;
|Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn, but you keep any leftover AP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forced Release'''&lt;br /&gt;
|You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural weapon attack, you may attempt to disarm it as part of the same attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For the Knees'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gut Punch'''&lt;br /&gt;
|Make a 4 AP unarmed attack against a creature’s FORT. If you hit, deal damage and they are Stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their choice). If you hit, they take damage as normal and become Restrained while you still have them Grappled. Breaking free from Restrained in this way also ends the Grapple.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jab'''&lt;br /&gt;
|You can use the Exploit advanced manuver. Making Reactive Attacks with unarmed or natural weapons costs 1 fewer AP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Games'''&lt;br /&gt;
|Spend 2 AP to Engage a creature within 5 ft of you. The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to gain this benefit unless it is Brass Knuckles or a Cestus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Psych Out'''&lt;br /&gt;
|Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are Taunted.&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|When you are knocked prone, you may spend 1 Reactive AP to immediately stand and move 10 ft without provoking reactive attacks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shove'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the target 5 ft in a direction of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplex'''&lt;br /&gt;
|Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall prone; and your target falls prone. Roll unarmed or natural weapon damage. You take that damage and your target takes double that damage and is Dazed until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trade Blows'''&lt;br /&gt;
|When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0 AP unarmed or natural weapon attack against that creature with TA.&lt;br /&gt;
|-&lt;br /&gt;
|'''Uppercut'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and they move 5 ft directly away from you, then fall prone.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=1212</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=1212"/>
		<updated>2023-11-23T04:51:21Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision. Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually [[divine]] the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?&lt;br /&gt;
&lt;br /&gt;
===Oracle Tracks===&lt;br /&gt;
&lt;br /&gt;
'''Druid''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or [[occult]] powers as a way to balance the [[primal]] magic that surges within.&lt;br /&gt;
&lt;br /&gt;
'''Elementalist''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful [[elemental]] shields.&lt;br /&gt;
&lt;br /&gt;
'''Fate''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.&lt;br /&gt;
&lt;br /&gt;
'''Guide''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various [[skills]] and techniques, helping them all to improve.&lt;br /&gt;
&lt;br /&gt;
After gaining the Oracle Entry talent, you can take talents from any of the oracle stacks. After gaining the Oracle Entry talent, you can also gain Primal Aspect talents&lt;br /&gt;
&lt;br /&gt;
== Oracle Talents ==&lt;br /&gt;
&lt;br /&gt;
===Oracle Entry===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Class Entry, Oracle&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Woe&amp;lt;/u&amp;gt; Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails. &lt;br /&gt;
* &amp;lt;u&amp;gt;Hermit&amp;lt;/u&amp;gt;  Gain +2 Arcana, Astrology, OR Astronomy; AND +2 in a skill of your choice with the Observation or Survival tag. &lt;br /&gt;
* &amp;lt;u&amp;gt;Oracular Magi&amp;lt;/u&amp;gt;c  Choose one: Warden of the Primal, or Adept of the [[Psionic]]. Learn that talent unless you already knew one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic.If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Druid Track ====&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;
|'''Star's Guidance'''&lt;br /&gt;
|Oracle Entry, Warden of the Primal&lt;br /&gt;
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. Gain the Star’s Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Star’s Guidance&amp;lt;/u&amp;gt; (1/Recoup) Use Astronomy or Astrology in place of a skill with the Survival tag.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old gods'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
Incompatible: Wyrd Wood&lt;br /&gt;
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. In [[combat]], when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old gods II'''&lt;br /&gt;
|Old Gods&lt;br /&gt;
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
Incompatible: Old Gods&lt;br /&gt;
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.&lt;br /&gt;
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your primal spells to gain Dark Power. Choose what effects they have from your Primeval Darkness menu (see p. 117). In combat, when you cast a chant or spell without the Dark Power tag, gain 1 Light Proclivity. When you cast a chant or spell with the Dark Power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood II'''&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.&lt;br /&gt;
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance II'''&lt;br /&gt;
|Druid 3&lt;br /&gt;
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Redirection'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain the Star's Redirection ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Star's Redirection&amp;lt;/u&amp;gt; (1/Rest) When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Third Eye'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain the Beast Form ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Beast Form&amp;lt;/u&amp;gt; (1/Rest) You can cast Polymorph on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion).&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods III'''&lt;br /&gt;
|Druid 5, Old Gods II&lt;br /&gt;
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood III'''&lt;br /&gt;
|Druid 5, Wyrd Wood II&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities.&lt;br /&gt;
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid'''&lt;br /&gt;
|Druid 6&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or [[disease]].&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Mystic Druid, Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form II'''&lt;br /&gt;
|Mystic Druid, Beast Form&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
| Druid 8&lt;br /&gt;
|You gain the Immortal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Immortal&amp;lt;/u&amp;gt; Your natural lifespan doubles.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods IV'''&lt;br /&gt;
|Mystic Druid II, Old Gods III&lt;br /&gt;
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood IV'''&lt;br /&gt;
|Mystic Druid II, Wyrd Wood III&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
|Druid 10&lt;br /&gt;
|You are immune to poison and disease.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance IV'''&lt;br /&gt;
|Mystic Druid III, Star’s Guidance III&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form III'''&lt;br /&gt;
|Mystic Druid III, Beast Form II&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 3 or lower.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid III'''&lt;br /&gt;
|Druid 12&lt;br /&gt;
|Your Immortal ability becomes: Your natural lifespan increases tenfold.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods V'''&lt;br /&gt;
|Mystic Druid IV, Old Gods IV&lt;br /&gt;
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood V'''&lt;br /&gt;
|Mystic Druid IV, Wyrd Wood IV&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archdruid'''&lt;br /&gt;
|Druid 14&lt;br /&gt;
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you&lt;br /&gt;
meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Contemplate&amp;lt;/u&amp;gt; (1/Week) You can reselect any primal, psionic, divine, and/or occult spells that you know. &lt;br /&gt;
* &amp;lt;u&amp;gt;After the Ashes&amp;lt;/u&amp;gt; If your primal spells have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Foresight&amp;lt;/u&amp;gt; (1/Month) You can reassign some or all of your Oracle talents. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Your lifespan (including your bonus from Immortal) increases tenfold.&lt;br /&gt;
|''Oracle, Druid, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primeval Darkness Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type of Magic&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Chant'''&lt;br /&gt;
|Chant that deals [[damage]]&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Nurturance'''&lt;br /&gt;
|Chant that does not deal damage &lt;br /&gt;
|If you do not suffer Dark Power, you become Protected until the end of your next turn. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Chant'''&lt;br /&gt;
|Chant that imposes negative condition&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Faerie’s Gambit'''&lt;br /&gt;
|Chant that targets an ally &lt;br /&gt;
|Extend the duration by 1 round if successful. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Spell'''&lt;br /&gt;
|Spell that deals damage to one creature&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of the Ashyidir'''&lt;br /&gt;
|Spell that deals AOE damage &lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You cast the spell and it is centered on you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Spell'''&lt;br /&gt;
|Spell that imposes a negative condition&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Reconstruction'''&lt;br /&gt;
|Spell that heals If successful&lt;br /&gt;
|The spell adds additional healing equal to 1⁄2 your LUCK. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower,&lt;br /&gt;
the spell deals necrotic damage equal to the amount it would have healed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Attunement'''&lt;br /&gt;
|Spell that targets self or an ally and doesn’t heal&lt;br /&gt;
|If successful, the target gains +5 ft speed and TA for the duration. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Chaotic Commune'''&lt;br /&gt;
|Spell that summons &lt;br /&gt;
|The creature you can summon with this spell can be 1 ML higher than normal. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Elementalist Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain Elemental Affinity.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Affinity&amp;lt;/u&amp;gt; (2/Rest) When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Season's Givings'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = Radiant, Summer = Fire, Autumn = Necrotic, and Winter = Cold.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain one of the abilities with the Repurpose Damage I tag. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any abilities with a Repurpose Damage tag that you know 2/Rest collectively.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Damage'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain another Repurpose Damage ability.&lt;br /&gt;
|''Oracle, Elementalist, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice [[Armor]]'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take cold damage, gain DR 4/Fire for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive Strikes'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heat Aura'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take fire damage, gain DR 4/Cold for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaming Shield'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you would gain the Burning condition, you may instead cast the Fire Shield spell as if it were primal or psionic without spending SP.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lightning Fast'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take lightning damage, gain +4 AP on your next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sickening Strikes'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity II'''&lt;br /&gt;
|Elemental Affinity I, Elementalist 4&lt;br /&gt;
|You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes 1/2 LUCK/Rest&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage II'''&lt;br /&gt;
|Elemental Affinity II, Repurpose Damage I &lt;br /&gt;
|Gain another Repurpose Damage ability from the old list or from talents with the Repurpose Damage II tag. You can learn abilities from the new list with Siphon Damage.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Permeation'''&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter).&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blunt Force Armor'''&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity III'''&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Strikes&amp;lt;/u&amp;gt; (2/Rest) +1d6 damage of the Affinity type for the duration. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist'''&lt;br /&gt;
|Elemental Affinity III, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage becomes 1/2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist II'''&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Repurpose Damage becomes LUCK/Rest and can be used on allies within 30 ft of you.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity IV'''&lt;br /&gt;
|Elemental Affinity III, Elementalist 9&lt;br /&gt;
|Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Absorb Explosion'''&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|(1/Rest) When you take elemental AOE damage, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and 1/2 damage on a miss. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage III'''&lt;br /&gt;
|Elemental Affinity IV, Repurpose Damage II&lt;br /&gt;
|Gain an additional Repurpose Damage power, choosing from the old lists or from talents with the Repurpose Damage III tag. Siphon Damage can let you gain abilities from the new list.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Necrosis'''&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|- &lt;br /&gt;
|'''Psychic Resonance'''&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Irradiated Aura'''&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonorous Strikes'''&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity V'''&lt;br /&gt;
|Elemental Affinity IV, Elementalist 13&lt;br /&gt;
|(2/Rest) Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Mastery'''&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|You are a master of all elements, and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. Regain one use of Elemental Affinity each time you Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose&lt;br /&gt;
Damage usages. Finally, you gain the Superior Affinity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Superior Affinity&amp;lt;/u&amp;gt; (1/ Rest) Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead. &lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30:&amp;lt;/u&amp;gt; Superior Affinity becomes 1/Recoup.&lt;br /&gt;
|''Oracle, Elementalist, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fate Track ====&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;
|'''Thread Of Fate'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Boon of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Boon of Fate&amp;lt;/u&amp;gt; You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal'''&lt;br /&gt;
|Thread of Fate&lt;br /&gt;
|Gain the Weal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weal&amp;lt;/u&amp;gt; When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Skills'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on skills increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Spells'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on spells increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Chants'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on chants increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Weapons'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on [[weapons]] increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Fortune's Favor'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Invocations'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|Your crit range on invocations increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread of Fate II'''&lt;br /&gt;
|Weal IV&lt;br /&gt;
|Gain the Bane of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bane of Fate&amp;lt;/u&amp;gt; (2/ Rest) You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. &lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Woe Is Me'''&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|You crit fail on a roll of 1 or 2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Boon of Fate and Bane of Fate extend to 90 ft range.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate III'''&lt;br /&gt;
|Thread of Fate III&lt;br /&gt;
|Bane of Fate becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Weal'''&lt;br /&gt;
|Thread of Fate IV&lt;br /&gt;
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on&lt;br /&gt;
that choice by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambient Luck'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Ambient Luck ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Luck&amp;lt;/u&amp;gt; (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. &lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manipulate Chance'''&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Gain the Manipulate Chance ability.&lt;br /&gt;
&lt;br /&gt;
* Manipulate Chance You may spend 4 SP to regain an expended Luck point.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Turn Of Fortune'''&lt;br /&gt;
|Manipulate Chance&lt;br /&gt;
|Gain the Turn of Fortune ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Turn of Fortune&amp;lt;/u&amp;gt; When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Fated ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fated&amp;lt;/u&amp;gt; Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated II'''&lt;br /&gt;
|Fated&lt;br /&gt;
|Your Fated bonus becomes +2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated III'''&lt;br /&gt;
|Fated II&lt;br /&gt;
|Your Fated bonus becomes +3.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Portent ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Portent&amp;lt;/u&amp;gt; Regain 1 luck point when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent II'''&lt;br /&gt;
|Portent&lt;br /&gt;
|Portent becomes: Regain 2 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent III'''&lt;br /&gt;
|Portent II&lt;br /&gt;
|Portent becomes: Regain 3 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overcome Woe'''&lt;br /&gt;
|Turn of Fortune, Fated III, or Portent III&lt;br /&gt;
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Weal'''&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30:&amp;lt;/u&amp;gt; The final cap for your LUCK increases from 12 to 14.&lt;br /&gt;
|''Oracle, Fate, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guide Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain 2 Skill Points in any skill. Gain the Mentor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mentor (AWR/Rest)&amp;lt;/u&amp;gt; You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. &lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Instruction'''&lt;br /&gt;
|Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support'''&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor II'''&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support II'''&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Mystic Support gives you 2 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity'''&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain the Wakeful Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Wakeful Serenity&amp;lt;/u&amp;gt; The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity II'''&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor'''&lt;br /&gt;
|Oracle’s Support II&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose [[how to]] assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor'''&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide II'''&lt;br /&gt;
|Guide&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide III'''&lt;br /&gt;
|Guide II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide IV'''&lt;br /&gt;
|Guide III&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice II'''&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice III'''&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice IV'''&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability.&lt;br /&gt;
Expert Guidance When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. (1/Rest)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support III'''&lt;br /&gt;
|Guide IV or Apprentice IV&lt;br /&gt;
|Mystic Support gives you 3 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor II'''&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to two of your [[Specialization Talents|specialization talents]] to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor II'''&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Mentor'''&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).&lt;br /&gt;
|''Oracle, Guide, Capstone''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=1211</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=1211"/>
		<updated>2023-11-23T04:23:12Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision. Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually divine the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?&lt;br /&gt;
&lt;br /&gt;
===Oracle Tracks===&lt;br /&gt;
&lt;br /&gt;
'''Druid''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or occult powers as a way to balance the primal magic that surges within.&lt;br /&gt;
&lt;br /&gt;
'''Elementalist''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful elemental shields.&lt;br /&gt;
&lt;br /&gt;
'''Fate''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.&lt;br /&gt;
&lt;br /&gt;
'''Guide''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various skills and techniques, helping them all to improve.&lt;br /&gt;
&lt;br /&gt;
After gaining the Oracle Entry talent, you can take talents from any of the oracle stacks. After gaining the Oracle Entry talent, you can also gain Primal Aspect talents&lt;br /&gt;
&lt;br /&gt;
== Oracle Talents ==&lt;br /&gt;
&lt;br /&gt;
===Oracle Entry===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Class Entry, Oracle&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Woe&amp;lt;/u&amp;gt; Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails. &lt;br /&gt;
* &amp;lt;u&amp;gt;Hermit&amp;lt;/u&amp;gt;  Gain +2 Arcana, Astrology, OR Astronomy; AND +2 in a skill of your choice with the Observation or Survival tag. &lt;br /&gt;
* &amp;lt;u&amp;gt;Oracular Magi&amp;lt;/u&amp;gt;c  Choose one: Warden of the Primal, or Adept of the Psionic. Learn that talent unless you already knew one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic.If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Druid Track ====&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;
|'''Star's Guidance'''&lt;br /&gt;
|Oracle Entry, Warden of the Primal&lt;br /&gt;
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. You gain the Star’s Guidance ability.&lt;br /&gt;
'''Star’s Guidance''' (1/Recoup) Use Astronomy or Astrology in place of a skill with the Survival tag. &lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old gods'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
Incompatible: Wyrd Wood&lt;br /&gt;
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. In [[combat]], when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old gods II'''&lt;br /&gt;
|Old Gods&lt;br /&gt;
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
Incompatible: Old Gods&lt;br /&gt;
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.&lt;br /&gt;
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your primal spells to gain Dark Power. Choose what effects they have from your Primeval Darkness menu (see p. 117). In combat, when you cast a chant or spell without the Dark Power tag, gain 1 Light Proclivity. When you cast a chant or spell with the Dark Power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose&lt;br /&gt;
2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also&lt;br /&gt;
Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood II'''&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.&lt;br /&gt;
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you&lt;br /&gt;
that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance II'''&lt;br /&gt;
|Druid 3&lt;br /&gt;
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Redirection'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|(1/Rest) When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome. &lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Third Eye'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|(1/Rest) You can cast Polymorph on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion). &lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods III'''&lt;br /&gt;
|Druid 5, Old Gods II&lt;br /&gt;
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood III'''&lt;br /&gt;
|Druid 5, Wyrd Wood II&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities.&lt;br /&gt;
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid'''&lt;br /&gt;
|Druid 6&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or [[disease]].&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Mystic Druid, Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form II'''&lt;br /&gt;
|Mystic Druid, Beast Form&lt;br /&gt;
|(3/Rest) When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes .&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
| Druid 8&lt;br /&gt;
|You gain the Immortal ability.&lt;br /&gt;
&amp;lt;u&amp;gt;Immortal&amp;lt;/u&amp;gt; Your natural lifespan doubles.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods IV'''&lt;br /&gt;
|Mystic Druid II, Old Gods III&lt;br /&gt;
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood IV'''&lt;br /&gt;
|Mystic Druid II, Wyrd Wood III&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
|Druid 10&lt;br /&gt;
|You are immune to poison and disease.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance IV'''&lt;br /&gt;
|Mystic Druid III, Star’s Guidance III&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form III'''&lt;br /&gt;
|Mystic Druid III, Beast Form II&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 3 or lower.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid III'''&lt;br /&gt;
|Druid 12&lt;br /&gt;
|Your Immortal ability becomes: Your natural lifespan increases tenfold.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods V'''&lt;br /&gt;
|Mystic Druid IV, Old Gods IV&lt;br /&gt;
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood V'''&lt;br /&gt;
|Mystic Druid IV, Wyrd Wood IV&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archdruid'''&lt;br /&gt;
|Druid 14&lt;br /&gt;
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you&lt;br /&gt;
meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Contemplate&amp;lt;/u&amp;gt; You can reselect any primal, psionic, divine, and/or occult spells that you know. 1/Week&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;After the Ashes&amp;lt;/u&amp;gt; If your primal spells have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Primeval Foresight&amp;lt;/u&amp;gt; You can reassign some or all of your Oracle talents. 1/Month&lt;br /&gt;
&lt;br /&gt;
Level 30: Your lifespan (including your bonus from Immortal) increases tenfold.&lt;br /&gt;
|''Oracle, Druid, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primeval Darkness Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type of Magic&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Abrasive Chant &lt;br /&gt;
|Chant that deals [[damage]]&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Pashak Nurturance&lt;br /&gt;
|Chant that does not deal damage &lt;br /&gt;
|If you do not suffer Dark Power, you become Protected until the end of your next turn. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Chant &lt;br /&gt;
|Chant that imposes negative condition&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|Dark Faerie’s Gambit&lt;br /&gt;
|Chant that targets an ally &lt;br /&gt;
|Extend the duration by 1 round if successful. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Abrasive Spell &lt;br /&gt;
|Spell that deals damage to one creature&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of the Ashyidir&lt;br /&gt;
|Spell that deals AOE damage &lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You cast the spell and it is centered on you.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Spell &lt;br /&gt;
|Spell that imposes a negative condition&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Reconstruction&lt;br /&gt;
|Spell that heals If successful&lt;br /&gt;
|The spell adds additional healing equal to 1⁄2 your LUCK. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower,&lt;br /&gt;
the spell deals necrotic damage equal to the amount it would have healed.&lt;br /&gt;
|-&lt;br /&gt;
|Shibmar Attunement&lt;br /&gt;
|Spell that targets self or an ally and doesn’t heal&lt;br /&gt;
|If successful, the target gains +5 ft speed and TA for the duration. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.&lt;br /&gt;
|-&lt;br /&gt;
|Chaotic Commune &lt;br /&gt;
|Spell that summons &lt;br /&gt;
|The creature you can summon with this spell can be 1 ML higher than normal. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Elementalist Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain Elemental Affinity.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Affinity&amp;lt;/u&amp;gt; (2/Rest) When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Season's Givings'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = Radiant, Summer = Fire, Autumn = Necrotic, and Winter = Cold.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain one of the abilities with the Repurpose Damage I tag. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any abilities with a Repurpose Damage tag that you know 2/ Rest collectively.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Damage'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain another Repurpose Damage ability.&lt;br /&gt;
|''Oracle, Elementalist, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice [[Armor]]'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take cold damage, gain DR 4/Fire for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive Strikes'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heat Aura'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take fire damage, gain DR 4/Cold for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaming Shield'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you would gain the Burning condition, you may instead cast the Fire Shield spell as if it were primal or&lt;br /&gt;
psionic without spending SP.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lightning Fast'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take lightning damage, gain +4 AP on your next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sickening Strikes'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity II'''&lt;br /&gt;
|Elemental Affinity I, Elementalist 4&lt;br /&gt;
|You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes 1/2 LUCK/Rest&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage II'''&lt;br /&gt;
|Elemental Affinity II, Repurpose Damage I &lt;br /&gt;
|Gain another Repurpose Damage ability from the old list or from talents with the Repurpose Damage II tag. You can learn abilities from the new list with Siphon Damage.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Permeation'''&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter).&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blunt Force Armor'''&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity III'''&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Strikes&amp;lt;/u&amp;gt; +1d6 damage of the Affinity type for the duration. (2/Rest)&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist'''&lt;br /&gt;
|Elemental Affinity III, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage becomes 1⁄2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist II'''&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Repurpose Damage becomes LUCK/Rest and can be used on allies within 30 ft of you.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity IV'''&lt;br /&gt;
|Elemental Affinity III, Elementalist 9&lt;br /&gt;
|Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Absorb Explosion'''&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|(1/&lt;br /&gt;
Rest) When you take elemental AOE damage, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and 1⁄2 damage on a miss. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage III'''&lt;br /&gt;
|Elemental Affinity IV, Repurpose Damage II&lt;br /&gt;
|Gain an additional Repurpose Damage power, choosing from the old lists or from talents with the Repurpose Damage III tag. Siphon Damage can let you gain abilities from the new list.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Necrosis'''&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|- &lt;br /&gt;
|'''Psychic Resonance'''&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Irradiated Aura'''&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonorous Strikes'''&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity V'''&lt;br /&gt;
|Elemental Affinity IV, Elementalist 13&lt;br /&gt;
|(2/Rest) Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Mastery'''&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|You are a master of all elements, and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. Regain one use of Elemental Affinity each time you Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose&lt;br /&gt;
Damage usages. Finally, you gain the Superior Affinity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Superior Affinity&amp;lt;/u&amp;gt; (1/ Rest) Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead. &lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30:&amp;lt;/u&amp;gt; Superior Affinity becomes 1/Recoup.&lt;br /&gt;
|''Oracle, Elementalist, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fate Track ====&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;
|'''Thread Of Fate'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Boon of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Boon of Fate&amp;lt;/u&amp;gt; You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal'''&lt;br /&gt;
|Thread of Fate&lt;br /&gt;
|Gain the Weal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weal&amp;lt;/u&amp;gt; When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Skills'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on skills increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Spells'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on spells increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Chants'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on chants increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Weapons'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on [[weapons]] increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Fortune's Favor'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Invocations'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|Your crit range on invocations increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread of Fate II'''&lt;br /&gt;
|Weal IV&lt;br /&gt;
|Gain the Bane of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bane of Fate&amp;lt;/u&amp;gt; (2/ Rest) You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. &lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Woe Is Me'''&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|You crit fail on a roll of 1 or 2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Boon of Fate and Bane of Fate extend to 90 ft range.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate III'''&lt;br /&gt;
|Thread of Fate III&lt;br /&gt;
|Bane of Fate becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Weal'''&lt;br /&gt;
|Thread of Fate IV&lt;br /&gt;
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on&lt;br /&gt;
that choice by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambient Luck'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Ambient Luck ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Luck&amp;lt;/u&amp;gt; (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. &lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manipulate Chance'''&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Gain the Manipulate Chance ability.&lt;br /&gt;
&lt;br /&gt;
* Manipulate Chance You may spend 4 SP to regain an expended Luck point.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Turn Of Fortune'''&lt;br /&gt;
|Manipulate Chance&lt;br /&gt;
|Gain the Turn of Fortune ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Turn of Fortune&amp;lt;/u&amp;gt; When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Fated ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fated&amp;lt;/u&amp;gt; Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated II'''&lt;br /&gt;
|Fated&lt;br /&gt;
|Your Fated bonus becomes +2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated III'''&lt;br /&gt;
|Fated II&lt;br /&gt;
|Your Fated bonus becomes +3.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Portent ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Portent&amp;lt;/u&amp;gt; Regain 1 luck point when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent II'''&lt;br /&gt;
|Portent&lt;br /&gt;
|Portent becomes: Regain 2 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent III'''&lt;br /&gt;
|Portent II&lt;br /&gt;
|Portent becomes: Regain 3 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overcome Woe'''&lt;br /&gt;
|Turn of Fortune, Fated III, or Portent III&lt;br /&gt;
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Weal'''&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30:&amp;lt;/u&amp;gt; The final cap for your LUCK increases from 12 to 14.&lt;br /&gt;
|''Oracle, Fate, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guide Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain 2 Skill Points in any skill. Gain the Mentor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mentor (AWR/Rest)&amp;lt;/u&amp;gt; You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. &lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Instruction'''&lt;br /&gt;
|Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support'''&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor II'''&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support II'''&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Mystic Support gives you 2 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity'''&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain the Wakeful Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Wakeful Serenity&amp;lt;/u&amp;gt; The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity II'''&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor'''&lt;br /&gt;
|Oracle’s Support II&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose [[how to]] assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor'''&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide II'''&lt;br /&gt;
|Guide&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide III'''&lt;br /&gt;
|Guide II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide IV'''&lt;br /&gt;
|Guide III&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice II'''&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice III'''&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice IV'''&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability.&lt;br /&gt;
Expert Guidance When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. (1/Rest)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support III'''&lt;br /&gt;
|Guide IV or Apprentice IV&lt;br /&gt;
|Mystic Support gives you 3 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor II'''&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to two of your [[Specialization Talents|specialization talents]] to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor II'''&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Mentor'''&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).&lt;br /&gt;
|''Oracle, Guide, Capstone''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=1210</id>
		<title>Pugilist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=1210"/>
		<updated>2023-11-23T04:20:57Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up in a rough neighborhood and had been in more than your fair share of street fights by the time you were a teen. Forged and tempered by your brutal environment, you are familiar with the necessity of fighting over scraps of food and the agony of gnawing hunger and broken ribs after losing such a fight. But you remained determined to persevere despite innumerable hardships. Through sheer will to survive, unwavering grit, and bloody fists, you became a powerful unarmed combatant, capable of going toe to toe even with skilled warriors that fight with sword or spear.&lt;br /&gt;
Your skill in unarmed [[combat]] is unquestioned, and your style very distinct. Do you rely on your overwhelmingly powerful physique to crush your foes? Maybe you fight with an unpredictable blend of strength and agility, or you might rigorously train in various forms that you can use to outmaneuver enemies with different fighting styles. Whatever your personal blend of unarmed combat maneuvers, you quickly cultivate a reputation among other fighters for your skill at holding your own against armed combatants.&lt;br /&gt;
&lt;br /&gt;
After gaining the Pugilist Entry talent, you can take talents from any of the pugilist stacks.&lt;br /&gt;
&lt;br /&gt;
===Pugilist Stacks===&lt;br /&gt;
'''Constitute''' Your body is capable of withstanding overwhelming punishment. No matter how hard you are hit, no matter how many blows, you come back for another round.&lt;br /&gt;
&lt;br /&gt;
'''Pummeling''' You hone your body and become inhumanly strong, capable of delivering punches that devastate your opponents.&lt;br /&gt;
&lt;br /&gt;
'''Wrestling''' A well-rounded wrestler, you have a balanced mix of offensive and defensive maneuvers and can easily grapple your foes.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts''' By focusing on harmony of body, mind, and spirit, you can flow between various forms of unarmed combat, going beyond the bounds of physique alone.&lt;br /&gt;
&lt;br /&gt;
== Pugilist Talents ==&lt;br /&gt;
&lt;br /&gt;
===Pugilist Entry===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Class Entry, Pugilist'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmed Combatant'''&lt;br /&gt;
|&lt;br /&gt;
|Your unarmed attacks deal more [[damage]] now. You may choose whether to use STR or DEX for attacks and damage with unarmed attacks and natural [[weapons]]. Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6). 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;
|'''Pugilist’s Maneuvers'''&lt;br /&gt;
|&lt;br /&gt;
|Gain three Pugilist’s Maneuvers: Grab, Counterpunch, and Corner. You can use your Pugilist’s Maneuvers collectively a number times equal to your Pugilist Level/Recoup. You can learn additional Pugilist Maneuvers from your other pugilist talents.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Grab&amp;lt;/u&amp;gt; When you hit with an unarmed attack, you may automatically Grapple the creature.&lt;br /&gt;
* &amp;lt;u&amp;gt;Counterpunch&amp;lt;/u&amp;gt; When an enemy misses you with a melee attack, you can spend 1 AP to make an unarmed reactive attack.&lt;br /&gt;
* &amp;lt;u&amp;gt;Corner&amp;lt;/u&amp;gt; When an enemy moves more than 5 ft away from you, you may spend 1 AP to make an unarmed reactive attack, then move up to your speed towards that enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Constitute Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|When you are not wearing [[armor]] and take physical damage, you can spend 1 reactive AP to gain Shield HP equal to the damage you just took. (END/Rest)&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength'''&lt;br /&gt;
|Ignore Pain&lt;br /&gt;
|Gain the Surge of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Strength&amp;lt;/u&amp;gt; The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand'''&lt;br /&gt;
|Surge of Strength&lt;br /&gt;
|Learn 1 Pugilist’s Maneuver of your choice. When you are Bloodied, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Red Right Hand&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on [[skills]] with the Stamina tag. If Bloodied when you Ignore Pain, add your END to the&lt;br /&gt;
amount of Shield HP that you gain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|Ignore Pain II&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after Recouping.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage'''&lt;br /&gt;
|Surge of Strength II&lt;br /&gt;
|While you are Bloodied, all of your unarmed and natural weapon damage rolls deal +X damage, where X equals the number of Death Points you have.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Enrage&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Recoup, regain 1 use of Ignore Pain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus'''&lt;br /&gt;
|Ignore Pain III&lt;br /&gt;
|Gain the Battle Focus ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Battle Focus&amp;lt;/u&amp;gt; While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''On The Ropes'''&lt;br /&gt;
|Battle Focus&lt;br /&gt;
|Gain the On the Ropes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;On the Ropes&amp;lt;/u&amp;gt; (1/ Rest) When reduced to 0 HP, regain 1d4 HP. &lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|On the Ropes&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after rolling [[Initiative]].&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt; When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Constitute'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Treat your END as being one Threshold higher when calculating your HP. When you take this talent, you may reroll or recalculate your HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage II'''&lt;br /&gt;
|Constitute 11&lt;br /&gt;
|Triple your damage from Enrage while you have 0 HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand II'''&lt;br /&gt;
|Enrage II&lt;br /&gt;
|Learn 1 Pugilist’s Maneuver of your choice. When you are have 0 HP, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d6 to 1d8), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mastery Of Form'''&lt;br /&gt;
|Red Right Hand II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus II'''&lt;br /&gt;
|Mastery of Form&lt;br /&gt;
|Battle Focus becomes: While you are Bloodied, you are immune to being Shaken. If you are Sickened, you instead subtract 2 from your d20 rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unkillable Champion'''&lt;br /&gt;
|Battle Focus II&lt;br /&gt;
|You are cheered the world over as an unkillable [[warrior]]. People often challenge you to feats of strength, buy you drinks, and want to hear of your great exploits. You may use the Unkillable Champion ability when you roll Initiative.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unkillable Champion&amp;lt;/u&amp;gt; For the duration of the battle, regain 1d4 HP at the start of each of your turns. (1/Week)&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Unkillable Champion becomes 1/Rest.&lt;br /&gt;
|''Pugilist, Constitute, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Martial Arts Track ====&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;
|'''Predict A Punch'''&lt;br /&gt;
|Class Entry&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Owl'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Owl. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Owl&amp;lt;/u&amp;gt; You have TD on all attacks, and have +3 to ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Squirrel'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Squirrel. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Squirrel&amp;lt;/u&amp;gt; You have a climb speed equal to your walking speed, and count as one size smaller for the purposes of Grappling and moving through creatures.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bear'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bear. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bear&amp;lt;/u&amp;gt; You have -1 REF and +3 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Danger'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flip'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Learn the Trip Pugilist Maneuver if you didn’t know it. When you use Counterpunch, you may also use Trip as part of the same Pugilist’s Maneuver (costing no additional AP).&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Defense'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +1 REF and FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bison'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bison. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bison&amp;lt;/u&amp;gt; Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Turtle'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Turtle. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Turtle&amp;lt;/u&amp;gt; You are Shaken, but have +2 to every defense.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Leopard'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Leopard. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Leopard&amp;lt;/u&amp;gt; Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the same fashion.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|The following weapons work with any Martial Arts ability that references “unarmed or natural weapon attacks”: Dagger, Kama, Kunai, Kusarigama, Nunchucks, Quarterstaff, Shuriken, Tonfa, Wakizashi, and Whip.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts II'''&lt;br /&gt;
|Armed Arts&lt;br /&gt;
|Armed Arts weapons work for Pugilist’s Maneuvers that mention “unarmed or natural weapon attacks” as well.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Kensei'''&lt;br /&gt;
|Armed Arts II&lt;br /&gt;
|Pick any two weapons with the Melee or Reach tag to add to your Armed Arts weapons list.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms'''&lt;br /&gt;
|Martial Arts 4&lt;br /&gt;
|Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fluid Forms&amp;lt;/u&amp;gt; (1/Recoup) You can switch between Stances for 0 AP. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Serpent'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Serpent. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Serpent&amp;lt;/u&amp;gt; For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Rabbit'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Rabbit. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Rabbit&amp;lt;/u&amp;gt; Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Wolf'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the [[Wolf]]. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Wolf&amp;lt;/u&amp;gt; You gain TA on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this TA as well. If there are no allies&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of eight times, you can use the Know Your Enemy ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Know Your Enemy&amp;lt;/u&amp;gt; For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weak Spot'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain the Weak Spot ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weak Spot&amp;lt;/u&amp;gt; (2/Recoup) When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. Gain the Impulse II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''QUIET MIND'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Quiet Mind ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Quiet Mind&amp;lt;/u&amp;gt; (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''DISRUPT KI'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Disrupt Ki ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Disrupt Ki&amp;lt;/u&amp;gt; (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 reactive AP that you lose at the start of your next turn. This can only be used on reactive attacks. This is a source of Special AP. You can only have one source of Special AP. If you gain a new source, choose whether you keep this source or take the new source of special AP.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Raging Fire'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Raging Fire&amp;lt;/u&amp;gt; For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Flowing Water'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Flowing Water&amp;lt;/u&amp;gt; For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Stout Oak'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Stout Oak&amp;lt;/u&amp;gt; For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 9&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. You can use Fluid Forms 2/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Survival, Knowledge, and Observation tags. Gain +1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Martial Artist'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Basic maneuvers that cost 2 AP now cost 1 AP for you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Reactive Stance&lt;br /&gt;
|You gain 2 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(2/Recoup) You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dance Of Battle'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(1/Turn) When a creature misses you with an attack, you may move up to 10 ft for free (0 AP). &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Know your Enemy only requires four attacks, and it also reveals what defenses the creature can target with its attacks.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unfettered Speed'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Your base speed increases by 10 ft.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse III talent from the&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monkey Climbing The Tree'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|When you spend AP to move, you can run along vertical surfaces. You cannot end your movement on a vertical surface or you fall unless you have at least one free hand, in which case you can end your movement on a vertical surface.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|You gain 3 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meijin'''&lt;br /&gt;
|Martial Artist 14&lt;br /&gt;
|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Myriad Stances&amp;lt;/u&amp;gt; (1/Week) By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again until you regain access to it. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Myriad Stances becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pummeling Track ====&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;
|'''Take A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 FORT. Gain the Tough talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Counterpunch'''&lt;br /&gt;
|Take a Punch&lt;br /&gt;
|When you use Counterpunch, you gain TA and deal +2 damage on a hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Greater Counterpunch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Corner'''&lt;br /&gt;
|Boxer’s Maneuvers&lt;br /&gt;
|When you use Corner, gain TA. If you hit, the enemy is Slowed until the end of their turn.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch'''&lt;br /&gt;
|Greater Corner&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. Gain Mighty Punch.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mighty Punch&amp;lt;/u&amp;gt; Add +1⁄2 END to hit, and +END to damage. (1/Recoup)&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch II'''&lt;br /&gt;
|Mighty Punch&lt;br /&gt;
|Gain the Tough II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hulking'''&lt;br /&gt;
|Take a Punch II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. You count as one Size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Hulking&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Corner'''&lt;br /&gt;
|Boxer’s Maneuver II&lt;br /&gt;
|When you use Greater Corner, gain an additional TA, and if you hit they fall prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Counterpunch'''&lt;br /&gt;
|Superior Corner&lt;br /&gt;
|When you use Counterpunch, gain an additional TA. If you hit, the target falls Prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Uppercut'''&lt;br /&gt;
|Superior Counterpunch&lt;br /&gt;
|Learn Uppercut if you did not know it. Your crit range on Uppercut increases by 2.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Uppercut'''&lt;br /&gt;
|Greater Uppercut&lt;br /&gt;
|You always have TA on Uppercut. If you crit, a creature is pushed 10 ft, takes 1d4 falling damage, and is Dazed.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Gut Punch'''&lt;br /&gt;
|Superior Uppercut&lt;br /&gt;
|Learn Gut Punch if you did not know it. It only costs you 3 AP.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Gut Punch'''&lt;br /&gt;
|Greater Gut Punch&lt;br /&gt;
|You always have TA on Gut Punch, and you knock a creature Prone if you hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch II'''&lt;br /&gt;
|Superior Gut Punch&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. When you crit with Mighty Punch, if you roll the&lt;br /&gt;
maximum number on your damage die (such as 8 on a d8), roll another damage die. Repeat this process until you have no new maximum rolls on your damage dice, then add the sum of all of those damage dice together. Mighty Punch becomes (3/Recoup)&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch III'''&lt;br /&gt;
|Mighty Punch II&lt;br /&gt;
|Gain +1 FORT. Gain the Tough III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Weight Champion'''&lt;br /&gt;
|Take a Punch III&lt;br /&gt;
|You have the glorious title of heavyweight champion. People challenge you to nonlethal fights and feats of strength just&lt;br /&gt;
to witness your incredible brawn. You count as one additional size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage rolls increase by one die size (e.g., from 1d8 to 1d10) to a max of 1d12.&lt;br /&gt;
Level 30: The final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Pugilist, Pummeling, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wrestling Track ====&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;
|'''Dodge A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 REF. Gain the Evasive talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers'''&lt;br /&gt;
|Dodge a Punch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reverse Grapple'''&lt;br /&gt;
|Wrestler’s Maneuvers&lt;br /&gt;
|When you are Grappled, you can spend 2 AP on your turn to attempt to reverse it. Make a STR or DEX attack against the creature’s REF or FORT (their choice). If you hit, then you are no longer grappled and you are grappling that creature.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of ten times since you rolled Initiative, you can use Size Up. Size Up. For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up II'''&lt;br /&gt;
|Size Up&lt;br /&gt;
|Your Size Up ability now only requires six attacks to trigger. You also learn the creature’s Resist, Vulnerable, and Immune traits.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 FORT and your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl II'''&lt;br /&gt;
|Brawl&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 AR and gain TA on all of your attacks.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch II'''&lt;br /&gt;
|Wrestling 5&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Gain the Evasive II talent from the&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers II'''&lt;br /&gt;
|Dodge a Punch II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke'''&lt;br /&gt;
|Wrestler’s Maneuvers II&lt;br /&gt;
|Learn Headlock if you did not know it. When a creature breaks free from being Restrained by Headlock, it does not break them free from your Grapple; they must first break free from Restrained, then from Grappled, using separate checks and spending AP for each check.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|Gain +1 REF and +1 FORT. &lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique II'''&lt;br /&gt;
|Pure Physique&lt;br /&gt;
|Gain +1 REF and +1 FORT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Weapons'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|You can use any object that would not have the Unwieldy tag as a Club. You can use any object that you can lift that has the Unwieldy tag as a Maul that costs 4 AP to use.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Technique'''&lt;br /&gt;
|Improvised Weapons&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers III'''&lt;br /&gt;
|Wrestling 10&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke II'''&lt;br /&gt;
|Wrestler’s Maneuvers III&lt;br /&gt;
|Gain the Submission Hold ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Submission Hold&amp;lt;/u&amp;gt; Target a creature that is Bloodied or has 50 HP or less (whichever value is lower) that you have Restrained using Headlock. You may spend 4 AP to make an END attack against their FORT. If you hit, they become Dazed until the end of your next turn. If they were already Dazed, they become Stunned. If they were already Stunned, they fall Unconscious. If you knock someone Unconscious in this way, you gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch III'''&lt;br /&gt;
|Headlock Choke II&lt;br /&gt;
|Gain +1 REF. Gain the Evasive III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke III'''&lt;br /&gt;
|Dodge a Punch III&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Stun an enemy using Submission Hold, they gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers IV'''&lt;br /&gt;
|Headlock Choke III&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Move'''&lt;br /&gt;
|Wrestler’s Maneuvers IV&lt;br /&gt;
|You are a ring fighter of incredible fame, and people will pay high bets on you, gang up against you in cage matches, and revel in your glory. Choose a Pugilist’s Maneuver that you already know, which becomes your Signature Move. Your Signature Move always has TA and does not expend a use of your Pugilist’s Maneuvers.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knockout&amp;lt;/u&amp;gt; (1/Rest) When you attack a creature that is Stunned or Prone with your Signature Move, and that creature is Bloodied or has 50 HP or fewer (whichever value is lower), then you roll an additional damage die and your Signature Move crits on a roll of 16-20.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; You gain a second signature move, and Knockout becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|}&lt;br /&gt;
===Pugilist Maneuvers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Abitlity&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodger'''&lt;br /&gt;
|Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn, but you keep any leftover AP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forced Release'''&lt;br /&gt;
|You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural weapon attack, you may attempt to disarm it as part of the same attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For the Knees'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gut Punch'''&lt;br /&gt;
|Make a 4 AP unarmed attack against a creature’s FORT. If you hit, deal damage and they are Stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their choice). If you hit, they take damage as normal and become Restrained while you still have them Grappled. Breaking free from Restrained in this way also ends the Grapple.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jab'''&lt;br /&gt;
|You can use the Exploit advanced manuver. Making Reactive Attacks with unarmed or natural weapons costs 1 fewer AP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Games'''&lt;br /&gt;
|Spend 2 AP to Engage a creature within 5 ft of you. The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to gain this benefit unless it is Brass Knuckles or a Cestus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Psych Out'''&lt;br /&gt;
|Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are Taunted.&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|When you are knocked prone, you may spend 1 Reactive AP to immediately stand and move 10 ft without provoking reactive attacks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shove'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the target 5 ft in a direction of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplex'''&lt;br /&gt;
|Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall prone; and your target falls prone. Roll unarmed or natural weapon damage. You take that damage and your target takes double that damage and is Dazed until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trade Blows'''&lt;br /&gt;
|When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0 AP unarmed or natural weapon attack against that creature with TA.&lt;br /&gt;
|-&lt;br /&gt;
|'''Uppercut'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and they move 5 ft directly away from you, then fall prone.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=1208</id>
		<title>Pugilist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=1208"/>
		<updated>2023-11-23T04:20:07Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up in a rough neighborhood and had been in more than your fair share of street fights by the time you were a teen. Forged and tempered by your brutal environment, you are familiar with the necessity of fighting over scraps of food and the agony of gnawing hunger and broken ribs after losing such a fight. But you remained determined to persevere despite innumerable hardships. Through sheer will to survive, unwavering grit, and bloody fists, you became a powerful unarmed combatant, capable of going toe to toe even with skilled warriors that fight with sword or spear.&lt;br /&gt;
Your skill in unarmed [[combat]] is unquestioned, and your style very distinct. Do you rely on your overwhelmingly powerful physique to crush your foes? Maybe you fight with an unpredictable blend of strength and agility, or you might rigorously train in various forms that you can use to outmaneuver enemies with different fighting styles. Whatever your personal blend of unarmed combat maneuvers, you quickly cultivate a reputation among other fighters for your skill at holding your own against armed combatants.&lt;br /&gt;
&lt;br /&gt;
After gaining the Pugilist Entry talent, you can take talents from any of the pugilist stacks.&lt;br /&gt;
&lt;br /&gt;
===Pugilist Stacks===&lt;br /&gt;
'''Constitute''' Your body is capable of withstanding overwhelming punishment. No matter how hard you are hit, no matter how many blows, you come back for another round.&lt;br /&gt;
&lt;br /&gt;
'''Pummeling''' You hone your body and become inhumanly strong, capable of delivering punches that devastate your opponents.&lt;br /&gt;
&lt;br /&gt;
'''Wrestling''' A well-rounded wrestler, you have a balanced mix of offensive and defensive maneuvers and can easily grapple your foes.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts''' By focusing on harmony of body, mind, and spirit, you can flow between various forms of unarmed combat, going beyond the bounds of physique alone.&lt;br /&gt;
&lt;br /&gt;
== Pugilist Talents ==&lt;br /&gt;
&lt;br /&gt;
===Pugilist Entry===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Class Entry, Pugilist'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmed Combatant'''&lt;br /&gt;
|&lt;br /&gt;
|Your unarmed attacks deal more [[damage]] now. You may choose whether to use STR or DEX for attacks and damage with unarmed attacks and natural [[weapons]]. Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6). 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;
|'''Pugilist’s Maneuvers'''&lt;br /&gt;
|&lt;br /&gt;
|Gain three Pugilist’s Maneuvers: Grab, Counterpunch, and Corner. You can use your Pugilist’s Maneuvers collectively a number times equal to your Pugilist Level/Recoup. You can learn additional Pugilist Maneuvers from your other pugilist talents.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Grab&amp;lt;/u&amp;gt; When you hit with an unarmed attack, you may automatically Grapple the creature.&lt;br /&gt;
* &amp;lt;u&amp;gt;Counterpunch&amp;lt;/u&amp;gt; When an enemy misses you with a melee attack, you can spend 1 AP to make an unarmed reactive attack.&lt;br /&gt;
* &amp;lt;u&amp;gt;Corner&amp;lt;/u&amp;gt; When an enemy moves more than 5 ft away from you, you may spend 1 AP to make an unarmed reactive attack, then move up to your speed towards that enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Constitute Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|When you are not wearing [[armor]] and take physical damage, you can spend 1 reactive AP to gain Shield HP equal to the damage you just took. (END/Rest)&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength'''&lt;br /&gt;
|Ignore Pain&lt;br /&gt;
|Gain the Surge of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Strength&amp;lt;/u&amp;gt; The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand'''&lt;br /&gt;
|Surge of Strength&lt;br /&gt;
|Learn 1 Pugilist’s Maneuver of your choice. When you are Bloodied, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Red Right Hand&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on [[skills]] with the Stamina tag. If Bloodied when you Ignore Pain, add your END to the&lt;br /&gt;
amount of Shield HP that you gain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|Ignore Pain II&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after Recouping.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage'''&lt;br /&gt;
|Surge of Strength II&lt;br /&gt;
|While you are Bloodied, all of your unarmed and natural weapon damage rolls deal +X damage, where X equals the number of Death Points you have.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Enrage&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Recoup, regain 1 use of Ignore Pain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus'''&lt;br /&gt;
|Ignore Pain III&lt;br /&gt;
|Gain the Battle Focus ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Battle Focus&amp;lt;/u&amp;gt; While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''On The Ropes'''&lt;br /&gt;
|Battle Focus&lt;br /&gt;
|Gain the On the Ropes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;On the Ropes&amp;lt;/u&amp;gt; (1/ Rest) When reduced to 0 HP, regain 1d4 HP. &lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|On the Ropes&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after rolling [[Initiative]].&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt; When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Constitute'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Treat your END as being one Threshold higher when calculating your HP. When you take this talent, you may reroll or recalculate your HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage II'''&lt;br /&gt;
|Constitute 11&lt;br /&gt;
|Triple your damage from Enrage while you have 0 HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand II'''&lt;br /&gt;
|Enrage II&lt;br /&gt;
|Learn 1 Pugilist’s Maneuver of your choice. When you are have 0 HP, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d6 to 1d8), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mastery Of Form'''&lt;br /&gt;
|Red Right Hand II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus II'''&lt;br /&gt;
|Mastery of Form&lt;br /&gt;
|Battle Focus becomes: While you are Bloodied, you are immune to being Shaken. If you are Sickened, you instead subtract 2 from your d20 rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unkillable Champion'''&lt;br /&gt;
|Battle Focus II&lt;br /&gt;
|You are cheered the world over as an unkillable [[warrior]]. People often challenge you to feats of strength, buy you drinks, and want to hear of your great exploits. You may use the Unkillable Champion ability when you roll Initiative.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unkillable Champion&amp;lt;/u&amp;gt; For the duration of the battle, regain 1d4 HP at the start of each of your turns. (1/Week)&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Unkillable Champion becomes 1/Rest.&lt;br /&gt;
|''Pugilist, Constitute, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Martial Arts Track ====&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;
|'''Predict A Punch'''&lt;br /&gt;
|Class Entry&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Owl'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Owl. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Owl&amp;lt;/u&amp;gt; You have TD on all attacks, and have +3 to ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Squirrel'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Squirrel. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Squirrel&amp;lt;/u&amp;gt; You have a climb speed equal to your walking speed, and count as one size smaller for the purposes of Grappling and moving through creatures.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bear'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bear. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bear&amp;lt;/u&amp;gt; You have -1 REF and +3 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Danger'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flip'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Learn the Trip Pugilist Maneuver if you didn’t know it. When you use Counterpunch, you may also use Trip as part of the same Pugilist’s Maneuver (costing no additional AP).&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Defense'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +1 REF and FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bison'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bison. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bison&amp;lt;/u&amp;gt; Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Turtle'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Turtle. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Turtle&amp;lt;/u&amp;gt; You are Shaken, but have +2 to every defense.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Leopard'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Leopard. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Leopard&amp;lt;/u&amp;gt; Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the same fashion.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|The following weapons work with any Martial Arts ability that references “unarmed or natural weapon attacks”: Dagger, Kama, Kunai, Kusarigama, Nunchucks, Quarterstaff, Shuriken, Tonfa, Wakizashi, and Whip.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts II'''&lt;br /&gt;
|Armed Arts&lt;br /&gt;
|Armed Arts weapons work for Pugilist’s Maneuvers that mention “unarmed or natural weapon attacks” as well.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Kensei'''&lt;br /&gt;
|Armed Arts II&lt;br /&gt;
|Pick any two weapons with the Melee or Reach tag to add to your Armed Arts weapons list.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms'''&lt;br /&gt;
|Martial Arts 4&lt;br /&gt;
|Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fluid Forms&amp;lt;/u&amp;gt; (1/Recoup) You can switch between Stances for 0 AP. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Serpent'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Serpent. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Serpent&amp;lt;/u&amp;gt; For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Rabbit'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Rabbit. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Rabbit&amp;lt;/u&amp;gt; Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Wolf'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the [[Wolf]]. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Wolf&amp;lt;/u&amp;gt; You gain TA on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this TA as well. If there are no allies&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of eight times, you can use the Know Your Enemy ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Know Your Enemy&amp;lt;/u&amp;gt; For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weak Spot'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain the Weak Spot ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weak Spot&amp;lt;/u&amp;gt; (2/Recoup) When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. Gain the Impulse II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''QUIET MIND'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Quiet Mind ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Quiet Mind&amp;lt;/u&amp;gt; (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''DISRUPT KI'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Disrupt Ki ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Disrupt Ki&amp;lt;/u&amp;gt; (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 reactive AP that you lose at the start of your next turn. This can only be used on reactive attacks. This is a source of Special AP. You can only have one source of Special AP. If you gain a new source, choose whether you keep this source or take the new source of special AP.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Raging Fire'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Raging Fire&amp;lt;/u&amp;gt; For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Flowing Water'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Flowing Water&amp;lt;/u&amp;gt; For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Stout Oak'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Stout Oak&amp;lt;/u&amp;gt; For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 9&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. You can use Fluid Forms 2/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Survival, Knowledge, and Observation tags. Gain +1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Martial Artist'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Basic maneuvers that cost 2 AP now cost 1 AP for you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Reactive Stance&lt;br /&gt;
|You gain 2 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(2/Recoup) You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dance Of Battle'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(1/Turn) When a creature misses you with an attack, you may move up to 10 ft for free (0 AP). &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Know your Enemy only requires four attacks, and it also reveals what defenses the creature can target with its attacks.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unfettered Speed'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Your base speed increases by 10 ft.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse III talent from the&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monkey Climbing The Tree'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|When you spend AP to move, you can run along vertical surfaces. You cannot end your movement on a vertical surface or you fall unless you have at least one free hand, in which case you can end your movement on a vertical surface.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|You gain 3 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meijin'''&lt;br /&gt;
|Martial Artist 14&lt;br /&gt;
|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Myriad Stances&amp;lt;/u&amp;gt; (1/Week) By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again until you regain access to it. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; Myriad Stances becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pummeling Track ====&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;
|'''Take A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 FORT. Gain the Tough talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Counterpunch'''&lt;br /&gt;
|Take a Punch&lt;br /&gt;
|When you use Counterpunch, you gain TA and deal +2 damage on a hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Greater Counterpunch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Corner'''&lt;br /&gt;
|Boxer’s Maneuvers&lt;br /&gt;
|When you use Corner, gain TA. If you hit, the enemy is Slowed until the end of their turn.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch'''&lt;br /&gt;
|Greater Corner&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. Gain Mighty Punch.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mighty Punch&amp;lt;/u&amp;gt; Add +1⁄2 END to hit, and +END to damage. (1/Recoup)&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch II'''&lt;br /&gt;
|Mighty Punch&lt;br /&gt;
|Gain the Tough II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hulking'''&lt;br /&gt;
|Take a Punch II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. You count as one Size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Hulking&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Corner'''&lt;br /&gt;
|Boxer’s Maneuver II&lt;br /&gt;
|When you use Greater Corner, gain an additional TA, and if you hit they fall prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Counterpunch'''&lt;br /&gt;
|Superior Corner&lt;br /&gt;
|When you use Counterpunch, gain an additional TA. If you hit, the target falls Prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Uppercut'''&lt;br /&gt;
|Superior Counterpunch&lt;br /&gt;
|Learn Uppercut if you did not know it. Your crit range on Uppercut increases by 2.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Uppercut'''&lt;br /&gt;
|Greater Uppercut&lt;br /&gt;
|You always have TA on Uppercut. If you crit, a creature is pushed 10 ft, takes 1d4 falling damage, and is Dazed.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Gut Punch'''&lt;br /&gt;
|Superior Uppercut&lt;br /&gt;
|Learn Gut Punch if you did not know it. It only costs you 3 AP.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Gut Punch'''&lt;br /&gt;
|Greater Gut Punch&lt;br /&gt;
|You always have TA on Gut Punch, and you knock a creature Prone if you hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch II'''&lt;br /&gt;
|Superior Gut Punch&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. When you crit with Mighty Punch, if you roll the&lt;br /&gt;
maximum number on your damage die (such as 8 on a d8), roll another damage die. Repeat this process until you have no new maximum rolls on your damage dice, then add the sum of all of those damage dice together. Mighty Punch becomes (3/Recoup)&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch III'''&lt;br /&gt;
|Mighty Punch II&lt;br /&gt;
|Gain +1 FORT. Gain the Tough III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Weight Champion'''&lt;br /&gt;
|Take a Punch III&lt;br /&gt;
|You have the glorious title of heavyweight champion. People challenge you to nonlethal fights and feats of strength just&lt;br /&gt;
to witness your incredible brawn. You count as one additional size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage rolls increase by one die size (e.g., from 1d8 to 1d10) to a max of 1d12.&lt;br /&gt;
Level 30: The final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Pugilist, Pummeling, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''WRESTLING TRACK''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 REF. Gain the Evasive talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers'''&lt;br /&gt;
|Dodge a Punch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reverse Grapple'''&lt;br /&gt;
|Wrestler’s Maneuvers&lt;br /&gt;
|When you are Grappled, you can spend 2 AP on your turn to attempt to reverse it. Make a STR or DEX attack against the creature’s REF or FORT (their choice). If you hit, then you are no longer grappled and you are grappling that creature.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of ten times since you rolled Initiative, you can use Size Up. Size Up. For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up II'''&lt;br /&gt;
|Size Up&lt;br /&gt;
|Your Size Up ability now only requires six attacks to trigger. You also learn the creature’s Resist, Vulnerable, and Immune traits.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 FORT and your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl II'''&lt;br /&gt;
|Brawl&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 AR and gain TA on all of your attacks.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch II'''&lt;br /&gt;
|Wrestling 5&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Gain the Evasive II talent from the&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers II'''&lt;br /&gt;
|Dodge a Punch II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke'''&lt;br /&gt;
|Wrestler’s Maneuvers II&lt;br /&gt;
|Learn Headlock if you did not know it. When a creature breaks free from being Restrained by Headlock, it does not break them free from your Grapple; they must first break free from Restrained, then from Grappled, using separate checks and spending AP for each check.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|Gain +1 REF and +1 FORT. &lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique II'''&lt;br /&gt;
|Pure Physique&lt;br /&gt;
|Gain +1 REF and +1 FORT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Weapons'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|You can use any object that would not have the Unwieldy tag as a Club. You can use any object that you can lift that has the Unwieldy tag as a Maul that costs 4 AP to use.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Technique'''&lt;br /&gt;
|Improvised Weapons&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers III'''&lt;br /&gt;
|Wrestling 10&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke II'''&lt;br /&gt;
|Wrestler’s Maneuvers III&lt;br /&gt;
|Gain the Submission Hold ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Submission Hold&amp;lt;/u&amp;gt; Target a creature that is Bloodied or has 50 HP or less (whichever value is lower) that you have Restrained using Headlock. You may spend 4 AP to make an END attack against their FORT. If you hit, they become Dazed until the end of your next turn. If they were already Dazed, they become Stunned. If they were already Stunned, they fall Unconscious. If you knock someone Unconscious in this way, you gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch III'''&lt;br /&gt;
|Headlock Choke II&lt;br /&gt;
|Gain +1 REF. Gain the Evasive III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke III'''&lt;br /&gt;
|Dodge a Punch III&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Stun an enemy using Submission Hold, they gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers IV'''&lt;br /&gt;
|Headlock Choke III&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Move'''&lt;br /&gt;
|Wrestler’s Maneuvers IV&lt;br /&gt;
|You are a ring fighter of incredible fame, and people will pay high bets on you, gang up against you in cage matches, and revel in your glory. Choose a Pugilist’s Maneuver that you already know, which becomes your Signature Move. Your Signature Move always has TA and does not expend a use of your Pugilist’s Maneuvers.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knockout&amp;lt;/u&amp;gt; (1/Rest) When you attack a creature that is Stunned or Prone with your Signature Move, and that creature is Bloodied or has 50 HP or fewer (whichever value is lower), then you roll an additional damage die and your Signature Move crits on a roll of 16-20.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; You gain a second signature move, and Knockout becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|}&lt;br /&gt;
===Pugilist Maneuvers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Abitlity&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodger'''&lt;br /&gt;
|Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn, but you keep any leftover AP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forced Release'''&lt;br /&gt;
|You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural weapon attack, you may attempt to disarm it as part of the same attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For the Knees'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gut Punch'''&lt;br /&gt;
|Make a 4 AP unarmed attack against a creature’s FORT. If you hit, deal damage and they are Stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their choice). If you hit, they take damage as normal and become Restrained while you still have them Grappled. Breaking free from Restrained in this way also ends the Grapple.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jab'''&lt;br /&gt;
|You can use the Exploit advanced manuver. Making Reactive Attacks with unarmed or natural weapons costs 1 fewer AP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Games'''&lt;br /&gt;
|Spend 2 AP to Engage a creature within 5 ft of you. The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to gain this benefit unless it is Brass Knuckles or a Cestus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Psych Out'''&lt;br /&gt;
|Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are Taunted.&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|When you are knocked prone, you may spend 1 Reactive AP to immediately stand and move 10 ft without provoking reactive attacks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shove'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the target 5 ft in a direction of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplex'''&lt;br /&gt;
|Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall prone; and your target falls prone. Roll unarmed or natural weapon damage. You take that damage and your target takes double that damage and is Dazed until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trade Blows'''&lt;br /&gt;
|When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0 AP unarmed or natural weapon attack against that creature with TA.&lt;br /&gt;
|-&lt;br /&gt;
|'''Uppercut'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and they move 5 ft directly away from you, then fall prone.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=1180</id>
		<title>Specialization Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Specialization_Talents&amp;diff=1180"/>
		<updated>2023-11-22T05:47:28Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 in Chapter 3, 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bull Rush'''&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;
|-&lt;br /&gt;
|'''Exploitative'''&lt;br /&gt;
|You gain the ability to Exploit&lt;br /&gt;
|''Combat''&lt;br /&gt;
|-&lt;br /&gt;
|'''Giant Slayer'''&lt;br /&gt;
|Gain TA against creatures that are one or more Sizes larger than you.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|-&lt;br /&gt;
|'''Opportunist'''&lt;br /&gt;
|You gain +2 to hit on Exploit attacks.&lt;br /&gt;
|''Combat''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Archery Stack'''===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Shot'''&lt;br /&gt;
|&lt;br /&gt;
|You can deduct any penalties to your 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;
|-&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 gain any TD.&lt;br /&gt;
|''Combat, Archery''&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;
|-&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;
|-&lt;br /&gt;
|'''Power Shot'''&lt;br /&gt;
|Guarded Shot&lt;br /&gt;
|You can elect to take a -5 on your attack roll for a +8 damage bonus. You must declare this before you roll your attack.&lt;br /&gt;
|''Combat, Archery''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Critical Stack===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReg&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&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. 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;
|-&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;
|-&lt;br /&gt;
|'''Gore'''&lt;br /&gt;
|Prerequisites: 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;
|-&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 attack: DEX vs FORT. Hit: the target is Grappled.&lt;br /&gt;
|''Combat, Crit''&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;
|-&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 an additional +1 at levels 10, 20, and 30 to a maximum of +4, but does not work retroactively.&lt;br /&gt;
|''Combat, Crit''&lt;br /&gt;
|-&lt;br /&gt;
|'''Training Meets Opportunity'''&lt;br /&gt;
|Weapon Expertise&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;
|}&lt;br /&gt;
&lt;br /&gt;
===Dual-Wielding Stack===&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;
|'''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;
|-&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 second attack any number of times per turn 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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|}&lt;br /&gt;
&lt;br /&gt;
==='''One-Handed Stack'''===&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;
|'''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;
|-&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.&lt;br /&gt;
|''Combat, One-Handed Fighting''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Two-Handed Stack'''===&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;
|'''Rend'''&lt;br /&gt;
|STR 2&lt;br /&gt;
|Gain the Rend ability.&lt;br /&gt;
'''Rend''' When you make an attack with a two-handed melee weapon using STR, add double your STR to the damage roll, instead of only adding your STR. (END/Rest)&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red II'''&lt;br /&gt;
|Rend&lt;br /&gt;
|Rend becomes END/Recoup.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&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;
|-&lt;br /&gt;
|'''Great Rend'''&lt;br /&gt;
|Rend, STR 4&lt;br /&gt;
|When you kill an enemy with a two-handed melee weapon using STR, you immediately gain 1 AP. (2/Recoup)&lt;br /&gt;
|''Combat, Two-Handed Fighting''&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;
|-&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;
|-&lt;br /&gt;
|'''Hacking Blow'''&lt;br /&gt;
|Rend&lt;br /&gt;
|You may use Rend with a weapon that has the Hand-and- a-Half tag, but you must be wielding it with two hands in order to use Rend.&lt;br /&gt;
|''Combat, Two-Handed Fighting''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Weapon Stack''' ===&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;
|'''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, or Reach. Gain +1 to hit and +1 to damage with weapons that have both of those qualities.&lt;br /&gt;
|''Combat, Weapon''&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 hit and +1 to damage with that type of weapon.&lt;br /&gt;
|''Combat, Weapon''&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.&lt;br /&gt;
|''Combat, Weapon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Command Stack'''===&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;
|'''Charmer'''&lt;br /&gt;
|&lt;br /&gt;
|You may make a special attack: +CHA vs WILL of a creature within 30 ft of you that is not hostile towards you. Hit: They are Charmed by you for 10 minutes. (2/Recoup)&lt;br /&gt;
|''Command, Social''&lt;br /&gt;
|-&lt;br /&gt;
|'''Charmer II'''&lt;br /&gt;
|Charmer&lt;br /&gt;
|Charmer becomes 2/Catch Breath.&lt;br /&gt;
|''Command, Social''&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, Social''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Defense Stack'''===&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;
|'''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;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|&lt;br /&gt;
|You gain additional HP equal to your Level. You may recalculate your 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 additional HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Hardy, Level 10&lt;br /&gt;
|You gain additional HP equal to your Level. You may recalculate your 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 additional HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy III'''&lt;br /&gt;
|Hardy II, Level 15&lt;br /&gt;
|You gain additional HP equal to your Level. You may recalculate your HP entirely when taking this talent if you so desire, following the modified formula 10+(Level)d(X)+(Level x4). You suffer no negative effects from Fatigue for the first day you are fatigued (allowing you to remove Death Points normally). This ability resets when your fatigue is removed. Additionally, each time you level up, gain +1 additional HP.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meat Pile'''&lt;br /&gt;
|Hardy&lt;br /&gt;
|You gain -2 REF, and gain HP equal to your Level. Your HP die size becomes 1d20 and you can recalculate your HP following this modified formula: 10+(Level)d20+(Level x2). However, your AR and physical defenses can never exceed 11. You must roll for your HP when you have this talent.&lt;br /&gt;
|''Defense''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Armour Stack'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive'''&lt;br /&gt;
|Incompatible: Lucky Placement, Impulse, Tough&lt;br /&gt;
|If you are not wearing [[armor]], you may use your REF in place of your AR, but your AR cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive II'''&lt;br /&gt;
|Evasive&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive III'''&lt;br /&gt;
|Evasive II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&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;
|-&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;
|-&lt;br /&gt;
|'''Heavy Armor Mastery'''&lt;br /&gt;
|&lt;br /&gt;
|Your movement is no longer restricted by wearing heavy armor.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse'''&lt;br /&gt;
|Incompatible: Evasive, Tough&lt;br /&gt;
|If you are not wearing armor, you may use your ANT in place of your AR, but your AR cannot exceed 14 when you&lt;br /&gt;
do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse II'''&lt;br /&gt;
|Impulse&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impulse III'''&lt;br /&gt;
|Impulse II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&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;
|-&lt;br /&gt;
|'''Lucky Placement'''&lt;br /&gt;
|Incompatible: Evasive&lt;br /&gt;
|You can use your LUCK (max +4), instead of your DEX, when calculating your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucky Placement II'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|You can use your LUCK (max +8), instead of your DEX, when calculating your REF. 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;
|-&lt;br /&gt;
|'''Lucky Placement III'''&lt;br /&gt;
|Lucky Placement&lt;br /&gt;
|You can use your LUCK, instead of your DEX, when calculating your REF.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Light Armor'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of light armor (such as leather or gambeson). Gain the armor’s Resist bonus when wearing that type of armor.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Medium Armor'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of medium armor (such as brigandine or lamellar). Gain the armor’s Resist bonus when wearing that type of armor.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Heavy Armor'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of heavy armor (chainmail or plate). Gain the armor’s Resist bonus when wearing that type of armor.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Second Skin: Shields'''&lt;br /&gt;
|&lt;br /&gt;
|Choose one type of shield (such as buckler or tower shield). Gain the shield’s Resist bonus when you have that type of shield equipped.&lt;br /&gt;
|''Defense, Armor, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough'''&lt;br /&gt;
|Incompatible: Evasive, Impulse&lt;br /&gt;
|If you are not wearing armor, you may use your FORT in place of your AR, but your AR cannot exceed 14 when you do.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough II'''&lt;br /&gt;
|Prerequisites: Tough&lt;br /&gt;
|Your AR cannot exceed 18 when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tough III'''&lt;br /&gt;
|Prerequisites: Tough II&lt;br /&gt;
|Your AR has no limit when you use this feature.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness'''&lt;br /&gt;
|Prerequisites: Unarmored Defense&lt;br /&gt;
|You become unnaturally attuned to a battlefield. While you are not wearing armor, you may increase your AWR by +5 reactively when you are making an AWR roll or your ANT is being attacked. This bonus lasts until the beginning of your next turn. (1/Catch Breath)&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness II'''&lt;br /&gt;
|Unarmored Awareness&lt;br /&gt;
|You can use this ability once for 0 Reactive AP, and indefinitely by spending 2 Reactive AP. Your free use of this ability recharges when you Catch your Breath.&lt;br /&gt;
|''Defense, Armor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Awareness III'''&lt;br /&gt;
|Unarmored Awareness II&lt;br /&gt;
|You have three free uses of Unarmored Awareness, which you regain when you Catch your Breath. Subsequent uses of Unarmored Awareness cost only 1 AP.&lt;br /&gt;
|''Defense, Armor''&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;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Defensive Maneuvers Stack'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Barrel Roll'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 AR against ranged attacks, and when a ranged attack misses you, you can immediately move 10 ft, ignoring creatures between you and your target space. You can only move in this way once on each round (regaining the ability at the start of each of your turns).&lt;br /&gt;
|''Defense, Defensive Maneuvers''&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;
|-&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;
|-&lt;br /&gt;
|'''[[Human]] Shield'''&lt;br /&gt;
|&lt;br /&gt;
|You gain +2 to your physical defenses while you have an enemy Grappled.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lurker'''&lt;br /&gt;
|&lt;br /&gt;
|When you are Concealed, your AR and your Physical Defenses increase by +2.&lt;br /&gt;
|''Defense, Defensive Maneuvers''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Shield Stack'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Buckler Specialization&lt;br /&gt;
|Defense, Shield&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 gains TD while attacking you until the beginning of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Buckler Specialization&lt;br /&gt;
|Defense, Shield&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.&lt;br /&gt;
|-&lt;br /&gt;
|Buckler &lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Shield Fighting, Buckler Strap&lt;br /&gt;
|You can use a two-handed weapon with a Buckler, and can use the two-handed benefits of a hand-and-a-half weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Shield Training&lt;br /&gt;
|Defense, Shield&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 Brace ability.&lt;br /&gt;
'''Brace''' Spend 1AP to raise your shield, gaining +3 to physical defenses until the beginning of your next turn. This automatically ends your turn.&lt;br /&gt;
|-&lt;br /&gt;
|Shield Fighting&lt;br /&gt;
|Defense, Shield&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;
|-&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You gain the Resist abilities of kite shields and heater shields.&lt;br /&gt;
|-&lt;br /&gt;
|Medium Shield Training II&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Medium Shield Training&lt;br /&gt;
|You gain an additional +1 to your AR while wielding a kite or heater shield. The first time you use your Brace ability after rolling [[Initiative]], it does not cost AP. (1/Catch Breath)&lt;br /&gt;
|-&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Medium Shield Training II&lt;br /&gt;
|While you have a kite or heater shield equipped, you gain +2 to your physical defenses against reactive attacks triggered by your movement.&lt;br /&gt;
|-&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Medium Shield Training III&lt;br /&gt;
|If you are missed with an attack against your REF while you have Brace active and are wielding a kite or heater shield, you take no damage, if you would otherwise take half damage. You can use your Brace ability for 0 AP 2/Catch Breath.&lt;br /&gt;
|-&lt;br /&gt;
|Medium Shield Training V&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Medium Shield Training IV&lt;br /&gt;
|Your Brace ability instead grants +4 to your Physical Defenses until the beginning of your next turn. You can use your Brace ability for 0 AP 3/Catch Breath.&lt;br /&gt;
|-&lt;br /&gt;
|Medium Shield Mastery&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Medium Shield Training V&lt;br /&gt;
|You may now extend the bonus of your Brace 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;
|-&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|Defense, Shield, Synergy&lt;br /&gt;
|Shield Training&lt;br /&gt;
|While you are within 5 ft of another creature with 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;
|-&lt;br /&gt;
|Shield Wall&lt;br /&gt;
|Defenses, Shield, Synergy&lt;br /&gt;
|Shield Siblings&lt;br /&gt;
|While you are within 5 ft of another creature with this Talent and you are both wielding Tower Shields, you gain the following benefits.&lt;br /&gt;
Whenever both shields are braced and one of you moves 5 ft, the other may move 5 ft as well without expending AP. If you are moving into a space that another creature occupies, you may make a special attack: STR vs FORT, adding your Shield Siblings AR bonus to your attack roll. Hit: That creature is pushed back 5 ft.&lt;br /&gt;
Neither you nor your Shield Sibling can be moved against your will while both shields are braced.&lt;br /&gt;
|-&lt;br /&gt;
|Shield Bash&lt;br /&gt;
|Defense, Shield&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 make a Shield Bash reactive attack for 1 AP, automatically hitting for 1d4 + STR damage.&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Shield Training&lt;br /&gt;
|You no longer suffer -5 ft speed while wielding a tower shield.&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield Specialization II&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Tower Shield Specialization&lt;br /&gt;
|You may spend 1 AP to move 5 ft once on your turn when your tower shield is Set.&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Tower Shield Specialization II&lt;br /&gt;
|The cover granted to creatures directly behind you increases to Cover 2, and when you move 5 ft, that creature can move with you without expending AP.&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield Specialization IV&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Tower Shield Specialization III&lt;br /&gt;
|The cover granted to creatures directly behind you increases to Cover 3 and they are considered concealed, creatures in squares directly or diagonally behind you and within 10 ft of you gain Cover 1.&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield Mastery&lt;br /&gt;
|Defense, Shield&lt;br /&gt;
|Tower Shield Specialization IV&lt;br /&gt;
|The cover granted to creatures in squares directly or diagonally behind you and within 10 ft gain Cover 2. You may now wield a tower shield with only one arm, however when you make a melee attack, you only gain Cover 3 instead of Total Cover until the beginning of your next turn.&lt;br /&gt;
|}&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;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Animal Companion&lt;br /&gt;
|Misc Specialization&lt;br /&gt;
|&lt;br /&gt;
|You gain a small, mundane animal companion, such as a songbird or hamster. This monster 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;
|-&lt;br /&gt;
|Family Heirloom&lt;br /&gt;
|Misc Specialization&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 gold. 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 hit with this weapon at levels 1, 10, 20, and 30.&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;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Primal Aspect&lt;br /&gt;
|Primal Aspect, Repeatable&lt;br /&gt;
|Access to Primal Aspects&lt;br /&gt;
|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 complete a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|Primal Aspect&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 Initiative, and by spending 1 AP when you are in Initiative.&lt;br /&gt;
If you know more than 2 Aspects, you can choose which 2 are available to switch between upon Taking a Rest. If you have Transferred an Aspect to an ally, it is&lt;br /&gt;
unavailable to you.&lt;br /&gt;
|-&lt;br /&gt;
|Primal Aspect Focus II&lt;br /&gt;
|Primal Aspect&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|You can switch between any of your Primal Aspects, even if you know more than 2, using your Aspect Focus.&lt;br /&gt;
|-&lt;br /&gt;
|Primal Aspect Focus III&lt;br /&gt;
|Primal Aspect&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 Initiative.&lt;br /&gt;
|-&lt;br /&gt;
|Primal Aspect Focus IV&lt;br /&gt;
|Primal Aspect&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 Initiative.&lt;br /&gt;
|-&lt;br /&gt;
|Primal Aspect Transference&lt;br /&gt;
|Primal Aspect&lt;br /&gt;
|Primal Aspect Focus&lt;br /&gt;
|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. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Primal Aspect Transference II&lt;br /&gt;
|Primal Aspect&lt;br /&gt;
|Primal Aspect Transference&lt;br /&gt;
|Primal Aspect Transference becomes 3/Rest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''PRIMAL ASPECT TALENTS'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TalentName&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 a +2 bonus on rolls 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 6 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 Survival and Observation checks 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;
|1 AP: You can leap 10ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect: Stoll &lt;br /&gt;
|Commune with the body of a deceased, 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;
|Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|Aspect: Vele &lt;br /&gt;
|1 AP: Creatures within 5ft of you gain Shield HP equal to your Character Level. While they have this Shield HP, attacks against them have TD. (1/Catch Breath)&lt;br /&gt;
|-&lt;br /&gt;
|Aspect: Woden &lt;br /&gt;
|Gain +6 to Water Vehicle and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''SKILL STACK'''&lt;br /&gt;
&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&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Acrobat&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any [[skills]] with the Acrobatics tag.&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy Expert&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Alchemy skill. Each time you Take a Rest, you can craft a potion or a vial of caustic flame. Either option loses its potency after 24 hours. &lt;br /&gt;
'''Potion''' When a creature drinks this potion, it regains 1d4 HP.&lt;br /&gt;
'''Flame Vial''' A creature can throw this vial as an improvised thrown weapon. If it hits, the target creature gains the Burning (1d4) condition.&lt;br /&gt;
|-&lt;br /&gt;
|A Little Bit Of Soul&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|You gain 6 Skill Points you can assign to any skills with the INT tag. Additionally, when making a check with a skill that has the Crafting or Knowledge tag, and that is a skill you have skill points for, you may use your CHA instead of your INT for your Skill Check.&lt;br /&gt;
|-&lt;br /&gt;
|Animal Whisperer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Animal Handling skill. You gain the ability to calm agitated animals. By spending 3 AP, you may choose one Beast within 20 ft of you. Make an Animal Handling check against the creature’s WILL. If you succeed, then you Charm the creature and it will not harm you, though it will not go out of its way to help you. (1/ Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Animal Trainer&lt;br /&gt;
|Skill Specialization&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;
|-&lt;br /&gt;
|Arcanist Understudy&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Arcana skill. You learn one [[arcane]] cantrip of your choice. INT is your magic attribute for this cantrip. If you already know [[Arcane Magic|arcane magic]] through a different talent, use that magic attribute&lt;br /&gt;
instead.&lt;br /&gt;
|-&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Incompatible: [[Entertainer]] (Artist) background&lt;br /&gt;
|Gain +3 in the Art skill. 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;
|-&lt;br /&gt;
|Artistic Apprentice&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Gain the entry level of the Entertainer Profession. You must choose the Artist track instead of the Performer track. This replaces your Artist Aspirant Talent.&lt;br /&gt;
|-&lt;br /&gt;
|Astrologer &lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Astrology skill. When you Take a Rest, roll 1d20 and write down the result. At any point before the next time you Take a Rest, when you roll a d20, you may choose to replace it with the number that you wrote down. Once you use this ability, you cannot use it again until you next Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Astronomer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Astronomy skill. If you can see the stars, you can use your Astronomy skill when navigating or mapping (as if it were the Cartography&lt;br /&gt;
or Navigating skills).&lt;br /&gt;
|-&lt;br /&gt;
|Athlete&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Athleticism tag.&lt;br /&gt;
|-&lt;br /&gt;
|Aware&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the AWR attribute.&lt;br /&gt;
|-&lt;br /&gt;
|Balanced&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Balancing skill. When a creature attempts to knock you prone, instead of using your defense against that particular effect, you may&lt;br /&gt;
choose to roll a DEX (Balancing) skill 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;
|-&lt;br /&gt;
|Biologist&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Biology skill. 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;
|-&lt;br /&gt;
|Brewer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Brewing skill. 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;
|-&lt;br /&gt;
|Brewing Expert&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Brewer&lt;br /&gt;
|Gain +3 in the Brewing skill. You can now produce three servings of your beverage when you use your Brewer feature.&lt;br /&gt;
|-&lt;br /&gt;
|By Feel, Not Measure&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|You gain 6 Skill Points you can assign to 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;
|-&lt;br /&gt;
|Calligrapher&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Calligraphy skill. 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;
|-&lt;br /&gt;
|Careful Appraiser&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Appraising skill. 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;
|-&lt;br /&gt;
|Carpenter&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Carpentry skill. If you spend an hour reinforcing a door, gate, or section of wall with wooden planks, you may increase its DT by 5. You&lt;br /&gt;
cannot do this to an area larger than 20 square ft.&lt;br /&gt;
|-&lt;br /&gt;
|Cartographer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Cartography skill. 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;
|-&lt;br /&gt;
|Charismatic&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the CHA attribute.&lt;br /&gt;
|-&lt;br /&gt;
|Chef&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Cooking skill. Your artistic sense of [[how to]] mingle flavors allows you to improve any food and drink. When a creature consumes&lt;br /&gt;
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;
|-&lt;br /&gt;
|Chemist&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Chemistry skill. Your profound understanding of how to mix chemicals enables you to manipulate the qualities of food and drink.&lt;br /&gt;
When a creature consumes food or drink that you have had at least one minute to modify, you may roll a Chemistry skill check against that creature’s FORT. If you hit, they become Sickened for 1 hour. Any magic that reveals poison reveals this tampering.&lt;br /&gt;
|-&lt;br /&gt;
|Climber&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Athletics skill. You may give yourself a Climbing speed equal to your walking speed for 1 minute. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Cobbler&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Cobbling skill. Each time you Take a Rest, you may patch a pair of shoes. For the next 24 hours, whoever wears those shoes gains a&lt;br /&gt;
+3 bonus to the Forced March skill.&lt;br /&gt;
|-&lt;br /&gt;
|Cobbling Master&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Cobbler&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 a +3 bonus to the Forced March skill.&lt;br /&gt;
|-&lt;br /&gt;
|Contortionist&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Contorting skill. Moving through spaces that would require you to Squeeze costs no additional movement.&lt;br /&gt;
|-&lt;br /&gt;
|Crafter&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Crafting tag.&lt;br /&gt;
|-&lt;br /&gt;
|Dancer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Dancing skill. Your REF increases by +1.&lt;br /&gt;
|-&lt;br /&gt;
|Deckhand&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Vehicles (Water) skill. 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;
|-&lt;br /&gt;
|Dextrous&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the DEX attribute.&lt;br /&gt;
|-&lt;br /&gt;
|Disguise Artist&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Disguising skill. You no longer need a disguise kit to make a Disguising check, provided that you are able to change your clothing, hairstyle, props, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Distance Runner&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Distance Running skill. You can run a number of miles equal to your END x 2 (min. 2 miles) at a steady pace before needing to make Distance Running checks.&lt;br /&gt;
|-&lt;br /&gt;
|Double Time&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Forced March skill. When marching at a normal pace, you can travel 150% the previous distance before needing to make Fatigue rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Driver&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Vehicles (Land) skill. 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. Difficult terrain imposed by mud or sludge still slows your vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|Dungeoneer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Dungeoneering skill. Your ANT increases by +1.&lt;br /&gt;
|-&lt;br /&gt;
|Eavesdropper&lt;br /&gt;
|Categorization: Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Eavesdropping skill. When you make an Eavesdropping check, you may roll 2d20 and use the higher. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Economist&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Economics skill. 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 sp weekly while in a settled area.&lt;br /&gt;
|-&lt;br /&gt;
|Empathetic&lt;br /&gt;
|Categorization: Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Empathy skill. Once 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. If you succeed, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition.&lt;br /&gt;
|-&lt;br /&gt;
|Enduring&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the END attribute.&lt;br /&gt;
|-&lt;br /&gt;
|Engineer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Engineering skill. You can consult on building repairs to earn 10 sp per week while in an urban area.&lt;br /&gt;
|-&lt;br /&gt;
|Entertainer Aspirant&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Entertaining skill. When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|-&lt;br /&gt;
|Entertainer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Entertainer Aspirant or Musician&lt;br /&gt;
|Gain the entry level of the Entertainer Profession. You must choose the Performer track instead of the Artist track. This replaces your Entertainer Aspirant Talent.&lt;br /&gt;
|-&lt;br /&gt;
|Evader&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Evading skill. 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. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Forager&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Foraging skill. 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&lt;br /&gt;
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;
|-&lt;br /&gt;
|Forceful&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Applied Force skill. When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make an Applied Force check, treat any d20 roll of 1-9 as if it were a 10.&lt;br /&gt;
|-&lt;br /&gt;
|Forgery&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Forging skill. If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sp you spend, add +1 to your Forging check. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Fortuitous&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Fortuity skill. When making a Fortuity skill check, your crit range increases by 3 (e.g., from 20 to 17-20). You must still observe the maximum crit range of 16-20.&lt;br /&gt;
|-&lt;br /&gt;
|Geographer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Geography skill. 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;
|-&lt;br /&gt;
|Glassblower&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Glass Blowing skill. 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 a flute on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate. You can only make such an item 1/Week.&lt;br /&gt;
|-&lt;br /&gt;
|Gossiper&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Gossipping skill. You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossipping check against a&lt;br /&gt;
DC equal to 15 + that creature’s CHA. If you hit, they lose 1 goodwill. You can only do this 1/Rest, and can only target the same creature 1/Week.&lt;br /&gt;
|-&lt;br /&gt;
|Historian&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the History skill. After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is&lt;br /&gt;
magically modified.&lt;br /&gt;
|-&lt;br /&gt;
|Influencer&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Influence tag.&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the INT attribute.&lt;br /&gt;
|-&lt;br /&gt;
|Intimidator&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Intimidating skill. 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. If you succeed, then you know exactly how to get under their skin. Roll 2d20 and use the higher when you make your Intimidating roll. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Intuitive&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Intuiting skill. Your intuition extends beyond living people to intellectual fields as well. When you would make an INT roll, you can add your Intuiting bonus. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Investigator&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Investigating skill. When making an Investigating check, you can add your Fortuity on top of your Investigating. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Savoir Faire skill. You can present yourself to another character as though you have 1 professional rank in any occupation of your choice. This deception is nonmagical and lasts for 1 hour. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Jeweler&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Jeweling skill. You can produce a work of semi precious jewelry provided that you have some form of mineral. Make a Jeweling roll. You can sell your jewelry for that many sc. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Jewelry Expert&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Jeweler, at least 3 Professional Ranks&lt;br /&gt;
|Gain +3 in the Jeweling skill. You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling roll. You can sell your jewelry for that many dc. (1/Month)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledgeable&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Knowledge tag.&lt;br /&gt;
|-&lt;br /&gt;
|Lawyer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Law skill. 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 community goodwill by +1 at the end of each month.&lt;br /&gt;
|-&lt;br /&gt;
|Leader&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Leadership skill. When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move.&lt;br /&gt;
|-&lt;br /&gt;
|Lean-To&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sheltering skill. 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 a +2 bonus on END checks made to resist extreme weather.&lt;br /&gt;
|-&lt;br /&gt;
|Leatherworker&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Leatherworking skill. You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking roll. You can sell your goods for that many sc. (1/Week)&lt;br /&gt;
|-&lt;br /&gt;
|Lockpicker&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Lockpicking skill. 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. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Luck tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mason&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Masonry skill. You can produce a nice stone good provided that you have some form of stone to work with. Make a Masonry roll. You can sell your goods for that many sc. (1/Week)&lt;br /&gt;
|-&lt;br /&gt;
|Medic&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Medicine skill. When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Menace&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Menacing skill. When you menace someone, you may first display your strength to show that you mean business. Make a STR/ Applied Force check vs the creature’s WILL. If you hit, then you can roll 2d20 for your Menacing check, keeping the higher. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Musician&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Instrument [your choice] skill. When in an inn or tavern, you can perform in exchange for free room and board.&lt;br /&gt;
|-&lt;br /&gt;
|Naturalist&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Nature skill. If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it. (1/Week)&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Navigating skill. So long as you can see a natural landmark, you cannot become lost, except by magical means.&lt;br /&gt;
|-&lt;br /&gt;
|Observant&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Observation tag.&lt;br /&gt;
|-&lt;br /&gt;
|Officer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Military skill. You know how to speak with military officials. You can request an audience with any military officer who has professional ranks in the militant occupation and they will meet with you within 24 hours of your request.&lt;br /&gt;
|-&lt;br /&gt;
|Painter&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Painting skill. You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting roll. You can sell your goods for that many sc. (1/Week)&lt;br /&gt;
|-&lt;br /&gt;
|Perceptive&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Perceiving skill. When you make a check with another skill that has the Observation tag, you can add 1⁄2 your Perceiving as an additional bonus. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Performer&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Performance tag.&lt;br /&gt;
|-&lt;br /&gt;
|Persuasive&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Persuading skill. 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. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Pickpocket&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sleight of Hand skill. When you have an item with the light tag on your person, you can give it the concealable tag as well. Only two such items can gain this benefit at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Politician&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Politics skill. 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. (1/Week)&lt;br /&gt;
|-&lt;br /&gt;
|Potter&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Pottery skill. You can produce some pottery provided that you have some form of clay to work with. Make a Pottery roll. You can sell your goods for that many sc. (1/Week)&lt;br /&gt;
|-&lt;br /&gt;
|Powerlifter&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Athletics skill. You can carry two additional Unwieldy items without being encumbered.&lt;br /&gt;
|-&lt;br /&gt;
|Practice Makes Perfect&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|You gain 6 Skill Points you can assign to 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;
|-&lt;br /&gt;
|Religious&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Religion skill, choosing which religion. 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;
|-&lt;br /&gt;
|Scavenger&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Scavenging skill. When you fail a Scavenging check, you may instead treat it as the lowest tier of success. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Smith&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Smithing skill. You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon&lt;br /&gt;
or armor are still available, you can completely restore a weapon or armor set. (1/Week)&lt;br /&gt;
|-&lt;br /&gt;
|Sneak&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sneaking skill. 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. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Sprinter&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Sprinting skill. When you roll initiative, you can give yourself +5 ft speed when you spend AP to move. This lasts for the duration of the fight. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Stamina&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Stamina tag.&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills that use the STR attribute.&lt;br /&gt;
|-&lt;br /&gt;
|Subverter&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Subterfuge tag.&lt;br /&gt;
|-&lt;br /&gt;
|Survivalist&lt;br /&gt;
|Skill Specialization, Repeatable&lt;br /&gt;
|&lt;br /&gt;
|Gain 6 Skill Points, which you can spend on any skills with the Survival tag.&lt;br /&gt;
|-&lt;br /&gt;
|Swimmer&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Athletics skill. You may give yourself a Swimming speed equal to your walking speed for 1 minute. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Tracker&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Tracking skill. When you fail a Tracking skill check, you may count it as the lowest tier of successful. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Tumbler&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Tumbling skill. You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted.&lt;br /&gt;
|-&lt;br /&gt;
|Weaver&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Weaving skill. You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving&lt;br /&gt;
roll. You can sell your goods for that many sc. (1/Week)&lt;br /&gt;
|-&lt;br /&gt;
|Whittler&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 in the Woodcarving skill. You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving roll. You can sell your goods for that many sc. (1/Week)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=1173</id>
		<title>Magic Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=1173"/>
		<updated>2023-11-22T02:39:51Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Arcane Magic===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&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 Well and reach Attunation, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt; Gain 10 SP if this is the first Magic Entry talent you take. Otherwise, gain 5 SP. Each time you level up and spend your talent point in the arcane talent stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcane Power:&amp;lt;/u&amp;gt; Gain 1 Arcane Power. Each time you level up and spend your talent point in the arcane talent stack, you gain +1 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcane Spells&amp;lt;/u&amp;gt; You know a number of arcane cantrips and spells equal to your Arcane Power + your INT. Each time this number increases, learn another arcane cantrip or spell.&lt;br /&gt;
* &amp;lt;u&amp;gt;Student&amp;lt;/u&amp;gt; Gain access to the arcane stack. Gain two talents from the arcane stack. (You do not gain additional spell points from these selections.)&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcanist.&amp;lt;/u&amp;gt; Unless otherwise noted, your Casting Attribute is INT.&lt;br /&gt;
|''Arcane, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Cantrips'''&lt;br /&gt;
|&lt;br /&gt;
|Gain three arcane cantrips.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Knowledge'''&lt;br /&gt;
|&lt;br /&gt;
|Gain one arcane spell or cantrip, and gain +4 Skill Points&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Magic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain two arcane cantrips and one arcane spell.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane spells'''&lt;br /&gt;
|&lt;br /&gt;
|Gain two arcane spells.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear Thoughts'''&lt;br /&gt;
|&lt;br /&gt;
|You permanently lose 3d4 maximum 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’ve finished the entire process. Taking this talent twice does allow you to reallocate the previous uses of this talent, but does not cause you to regain the lost maximum HP.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus'''&lt;br /&gt;
|Incompatible: Cold Focus&lt;br /&gt;
|Your spells that deal fire damage now ignore Resist, but you can no longer cast spells that deal cold damage.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus II'''&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|You gain +1 to hit with spells that deal fire damage, you gain Resist Fire 3, and you gain Vulnerable Cold 1.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus III'''&lt;br /&gt;
|Fire Focus II&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal fire damage, and your Resist Fire increases to 6. Your Vulnerable&lt;br /&gt;
Cold value increases to 2.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus IV'''&lt;br /&gt;
|Fire Focus III&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal fire damage, you gain Immune Fire, and gain your Vulnerable Cold value increases to 3.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus'''&lt;br /&gt;
|Incompatible: Fire Focus&lt;br /&gt;
|Your spells that deal cold damage now ignore Resist, but you can no longer cast spells that deal fire damage.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus II'''&lt;br /&gt;
|Cold Focus&lt;br /&gt;
|You gain +1 to hit with spells that deal cold damage, you gain Resist Cold 3, and you gain Vulnerable Fire 2.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus III'''&lt;br /&gt;
|Cold Focus II&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal cold damage, and your Resist Cold increases to 6. Your Vulnerable Fire value increases to 2.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus IV'''&lt;br /&gt;
|Cold Focus III&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal cold damage, you gain Immune Cold, and gain your Vulnerable Fire value increases to 3.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&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 Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery II'''&lt;br /&gt;
|Fundamental Recovery&lt;br /&gt;
|The amount of SP you regain increases by +1d4.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&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 Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery IV'''&lt;br /&gt;
|Fundamental Recovery III&lt;br /&gt;
|The amount of SP you regain increases again by +1d4.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus'''&lt;br /&gt;
|Incompatible: Cold Focus, Fire Focus&lt;br /&gt;
|Your spells that deal necrotic damage now ignore Resist, but you can no longer cast magic that deals radiant damage.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&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 spell after Taking a Rest, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&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 spell after Recouping, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&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 spell, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane, Magic Talent, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Divine Magic Talents===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&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;
|Divine, Magic Entry&lt;br /&gt;
|Having opened yourself to divine power, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt; If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the divine talent stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt; Gain 1 Divine Power. Each time you level up and spend your talent point on a talent in the divine talent stack, you gain +1 Divine Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Disciple&amp;lt;/u&amp;gt; Gain access to the divine talent stack. Gain two talents from the divine talent stack. (You do not gain additional SP or Divine Power from these selections.)&lt;br /&gt;
* &amp;lt;u&amp;gt;Divinity&amp;lt;/u&amp;gt; Unless otherwise noted, your magic attribute is CHA.&lt;br /&gt;
|''Divine, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Magic'''&lt;br /&gt;
|&lt;br /&gt;
|Learn one prayer, one divine ritual, and two divine spells.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ritual'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two divine rituals.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Spells'''&lt;br /&gt;
|&lt;br /&gt;
|Learn four divine spells.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prayers'''&lt;br /&gt;
|&lt;br /&gt;
|Learn three prayers.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Theological Magic'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Skill Points, which you can spend on [[skills]] with the Knowledge tag. Learn one divine ritual.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Force of Belief'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Skill Points, which you can spend on skills with the Influence tag. Learn one divine spell.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Rocovery'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Recoup) When casting an evocation spell to restore HP, it costs 1 fewer AP (min 1). &lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Rocovery II'''&lt;br /&gt;
|Quickened Recovery&lt;br /&gt;
|Quickened Recovery reduces the spell’s APC by 2 (min 1).&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spark of Life'''&lt;br /&gt;
|&lt;br /&gt;
|(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 Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Santified Wards'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Recoup) When you cast a divine spell with the warding tag, you may cast it for 1 fewer SP (min 1). &lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Ward II'''&lt;br /&gt;
|Sanctified Wards&lt;br /&gt;
|Sanctified Wards cost 2 fewer SP (min 1).&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Santified Ward III'''&lt;br /&gt;
|Sanctified Wards II&lt;br /&gt;
|Sanctified Wards also allows you to cast the spell for 1 fewer AP.&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Ward IV'''&lt;br /&gt;
|Sanctified Wards III&lt;br /&gt;
|Sanctified Wards becomes 2/Recoup.&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplicant's Reward'''&lt;br /&gt;
|&lt;br /&gt;
|You may use the Supplicant’s Reward ability 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).&lt;br /&gt;
Supplicant’s Reward. You may also magically conjure one day’s worth of rations as part of the same spell, prayer, or ritual.&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occult Magic Stack===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt; If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the occult talent stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Occult Power&amp;lt;/u&amp;gt; Gain 1 Occult Power. Each time you level up and spend your talent point on a talent in the occult talent stack, you gain +1 Occult Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Initiate&amp;lt;/u&amp;gt; Gain access to the occult stack. Gain two talents from the occult talent stack. (You do not gain additional SP or Occult Power from these selections.)&lt;br /&gt;
* &amp;lt;u&amp;gt;Occultism&amp;lt;/u&amp;gt; Unless otherwise noted, your magic attributeis CHA.&lt;br /&gt;
|''Occult, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Chants'''&lt;br /&gt;
|&lt;br /&gt;
|Learn three occult chants.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Magic'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two occult chants, two occult rituals, and one occult spell.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|Learn four occult rituals.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Spells'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two occult spells.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Savant'''&lt;br /&gt;
|&lt;br /&gt;
|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 Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Master'''&lt;br /&gt;
|Dark Power Savant 4x&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 Talent''&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&lt;br /&gt;
next 4 hours.&lt;br /&gt;
|''Occult Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Esoteric Ritualist'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a spell with the Ritualize tag. The first time you cast that spell as a ritual after you Take a Rest, it does not expend a use of the Ritual.&lt;br /&gt;
|''Occult Talent, 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, the next time you deal damage, add +1d10 fire damage.&lt;br /&gt;
|''Occult Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Rites'''&lt;br /&gt;
|&lt;br /&gt;
|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 [[Cleric#Apocrypha List|Divine Icon]] from the cleric stack based on the relevant god; you can use that Icon ability one time in the next 24 hours. (1/ Week)&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primal Magic Stacks===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&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. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt; If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the primal stack, gain +5 SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Power&amp;lt;/u&amp;gt; Gain 1 Primal Power. Each time you level up and spend your talent point on a talent in the primal talent stack, you gain +1 Primal Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Warden&amp;lt;/u&amp;gt; Gain access to the primal talent stack. Gain two talents from the primal talent stack. (You do not gain additional spell points from these selections, nor do they count towards your Primal Power).&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Strength&amp;lt;/u&amp;gt; Unless otherwise noted, your magic attribute is AWR.&lt;br /&gt;
|''Primal, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Chant'''&lt;br /&gt;
|&lt;br /&gt;
|Learn four primal chants.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Invocations'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two primal invocations.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Magic'''&lt;br /&gt;
|&lt;br /&gt;
|Learn three primal chants and two primal spells.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Speels'''&lt;br /&gt;
|&lt;br /&gt;
|Learn three primal spells.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Survialist'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +3 Skill Points, which you can spend on skills with the Survival tag. Learn two primal spells.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|When Recouping, if you are in an area of unmitigated wilderness, regain a number of SP equal to your Primal Tier.&lt;br /&gt;
(1/Rest)&lt;br /&gt;
|''Primal Talent''&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 Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivated Wilds'''&lt;br /&gt;
|Prerequisite: Primal Recovery II&lt;br /&gt;
Incompatible: Everwilds Affinity&lt;br /&gt;
|You may use your Primal Recovery ability even if you are not in unmitigated wilderness. So long as you are outdoors in an area that is predominantly nature, such as a garden or park, you can still use this ability.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Everwilds Affinity'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
Incompatible: 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 Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recover III'''&lt;br /&gt;
|Primal Recovery II, Primal Power 13&lt;br /&gt;
|Primal Recovery becomes 2/Rest.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psionic Magic Talents===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Aptitude&amp;lt;/u&amp;gt; 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;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt; If this is the first Magic Entry talent you have taken, gain 10 SP. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the psionic stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Psionic Powe&amp;lt;/u&amp;gt;r Gain 1 Psionic Power. Each time you level up and spend your talent point on a talent in the psionic talent stack, you gain +1 Psionic Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Adept&amp;lt;/u&amp;gt; Gain access to the psionic stack. Gain two talents from the psionic stack. You do not gain additional SP or Psionic Power from these selections.&lt;br /&gt;
* &amp;lt;u&amp;gt;Psion&amp;lt;/u&amp;gt; Unless otherwise noted, your magic attribute is AWR.&lt;br /&gt;
|''Psionic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clairsentent Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Clairsentience tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''TELEKINETIC MAGIC'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Telekinesis&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Telepath Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Telepathy tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychokinetic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Psychokinetics tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychometabolic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Psychometabolics tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metacreative Magic'''&lt;br /&gt;
|&lt;br /&gt;
|You learn three new spells and/or invocations with the Metacreativity tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''SIONIC SPELLS'''&lt;br /&gt;
|&lt;br /&gt;
|You learn two new Psionic Spells.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Versatility'''&lt;br /&gt;
|Incompatible: Psionic Focus&lt;br /&gt;
|You gain another Psionic aptitude.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Focus'''&lt;br /&gt;
|Incompatible: Psionic Versatility&lt;br /&gt;
|Spells that have the tag you chose as your psionic aptitude cost 2 fewer SP (min 1, unless they are manifestations).&lt;br /&gt;
|''Psionic Talent, 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 Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Level) You can shorten the Meditation and Recovery time from Body Sculpt to 8 hours each. &lt;br /&gt;
|''Psionic Talent''&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 Talent''&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 Talent''&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 one Action Point reactively to pass instead.&lt;br /&gt;
|''Psionic Talent''&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 Talent''&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 Talent''&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 Talent''&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 Talent''&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;
|''Psioic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Mind'''&lt;br /&gt;
|&lt;br /&gt;
|Choose two psionic spells that you know with the Conjuring tag. Their Conjuring value is lowered by 1 (min 1).&lt;br /&gt;
|''Psionic, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=1172</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=1172"/>
		<updated>2023-11-22T02:33:02Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: added rest of berserker stacks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand.  From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a darkness about you.  Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield.  As you continue to hone your physical prowess, the burning rage within you only grew hotter.  Now, you brim with tremendous bloodlust.  The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage.  Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
=== Berzerker Class Stacks ===&lt;br /&gt;
'''Exile:''' Your life is a cruel joke.  Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average [[soldier]], and do not frighten easily.  You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage.  This allows you to do significantly more [[damage]], but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
=== Berzerker Talents ===&lt;br /&gt;
&lt;br /&gt;
==== Berzerker Entry Talent ====&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the berzerker stacks.  After gaining the Berzerker Entry Talent, you can also gain [[Primal]] Aspect Talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilites.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, chose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious.  You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Exile Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way.  This sign of your exile has not broken your will.  Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery.  When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone [[Wolf]]&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls, but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown [[weapons]] cost you 1 fewer AP to use (min 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 TA when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of TA.  You may still use Sneak Attack if Drunken Fighter is your only source of TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply TA to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6).  If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature.  This creature can be ML 2 or lower and must have the Beast tag and no other creature tags.  Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP, it falls unconscious rather than [[dying]], and will return to full health upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name.  You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked.  &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain TA of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored.  Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within in 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest.  When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fearless Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a Crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your Crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG.  While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are Grounded and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG was already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 Fort.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remanining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have TA, and the critical range increases by 1. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all of your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. &lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain TA on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Juggernaut Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt; (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. &lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Elemental]] Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
Incompatible: Staunch Resistance&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
Incompatible: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain Shield HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt; (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. &lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes (1/2 END/Rest)&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation of being impossible to kill. People challenge you to nonlethal [[combat]] just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight.&amp;lt;/u&amp;gt; (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30:&amp;lt;/u&amp;gt; Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rage Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt; When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have TA and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
Incompatible: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
Incompatible: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt; (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their Crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt; Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt; Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain Cling to Life.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt; When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|When you Crit with Fury, if you are Bloodied, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Prerequisites: Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt; Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. (2/Recoup)&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt; When you hit with Frenzy and are Bloodied, turn it into a crit. (1/Rest)&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you Crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Prerequisites: Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you Crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a [[warrior]] of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt; (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30:&amp;lt;/u&amp;gt; Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1163</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1163"/>
		<updated>2023-11-22T00:41:29Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 both serves 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;
=== Cleric Class Stacks ===&lt;br /&gt;
'''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;
'''Piety:''' You can 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;
'''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;
'''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 Talents ==&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 stacks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity. That deity will have a list of three Icons. Gain one [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: 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, Divine''&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins 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 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (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 Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&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 LoS but does block LoE. 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 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 type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises 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 ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (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;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine 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 II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&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). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles.When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, 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.When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times. When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt; (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt; (1/Month) Select a field of crops that is a  500 ft square or smaller. 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;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt; (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;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a 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 can cure common diseases as well.&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 the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt; (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). 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;
Incompatible: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag.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;
|When you use Piety, you can instantaneously cure common or uncommon poisons or 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 Skills with the Influence or Knowledge tag. 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 miraculous healing on the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt; (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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;
Incompatible: Piety III&lt;br /&gt;
|Lay on Hands can be used with Reactive AP. If the target is bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Lay on Hands only costs 1 AP. If the target is bloodied, the target regains 2 additional HP from Lay on Hands (10 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP  it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt; If you roll [[Initiative]] and have no Lay  on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&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. You gain two abilities: Ambient Divinity and Divine  Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt; (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP  you just spent on that spell. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt; (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;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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;
=== Theologian Track ===&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;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 the time it would normally take. (If required to roll INT, and you roll low, then you still might not find what you need, but whatever you do find takes 1/2 the time).&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 additional magic (one spell, cantrip, chant, or ritual) based on that choice, which counts as divine for you even though the new magic will not be originally from the Divine Source.&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;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt; (1/Month) When in a well-equipped religious center with a library, you can reselect which divine spells you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
Incompatible: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt; When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that icon. Choose one willing creature to bond with the Icon. That creature gains one use of that icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this icon until you use this ability again.&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, if you know a higher-power version of it (such as Provision II), you can inscribe that version onto the icon. The creature can still only use the icon one time until they can recharge it, 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;
Incompatible: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt; 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 10x the spell’s SPC. 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. 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;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&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 skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt; When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&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 be only entry-level without higher-power icon abilities, while the other can be an Icon one power level higher. Apprenticeship only works on one creature each time you Recoup, but you can pick which creature is your Apprentice each time.&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 be higher-power, and 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. 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;
|(1/Recoup) When you cast a spell that you have scribed onto a scroll, if you are holding the scroll in your hand, then 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, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(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;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III,'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&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 II suffix. 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 Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt; 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;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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 skills with the Observation or Knowledge tag. 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. Your Scrivener scrolls last for 48 hours before losing magic. When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;. (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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;
&lt;br /&gt;
===== Apocrypha List =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!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 (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;
|Calming 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;
=== Support Talents ===&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;
|'''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. 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;
|Holy Support gives you 2 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;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Talents ===&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;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|Gain two additional Divine Icon talents, 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 1&lt;br /&gt;
|Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|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;
'''Divine Icon: Ambition'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt; (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Prerequisites: Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt; (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. &lt;br /&gt;
|''Divine Icon - Ambition''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Austerity'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|(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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt; (1/Recoup) When making a LUCK check, add your CHA to the roll. &lt;br /&gt;
|''Divine Icon - Austerity''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Bravery'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt; (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. &lt;br /&gt;
|''Divine Icon - Bravery''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Cultivation'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt; (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Darkness'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt; (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. &lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Prerequisites: Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Death'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt; When a creature dies, you may briefly commune with its soul 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Prerequisites: Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt; When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster II'''&lt;br /&gt;
|Prerequisites: Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Decay'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt; (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''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt; (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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Fate'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point. &lt;br /&gt;
|''Divine Icon - Fate''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Freedom'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt; (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 costs 0 Reactive AP. &lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt; (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. &lt;br /&gt;
|''Divine Icon - Freedom''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Hedonism'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt; (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. &lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt; (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. &lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Honnor'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt; (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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt; (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Knowledge'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt; (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''&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''&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;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Light'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt; (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition.&lt;br /&gt;
|''Divine Icon - Light''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt; By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Love'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt; When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Love: Sacrificial''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt; (1/Rest) By spending 3 AP, a creature becomes Charmed by 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;
|''Love: Enrapture''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Love: Enrapture II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Love: Enrapture III''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Nature'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 can cast the Bloom primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Nature''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Order'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt; (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt; (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&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 (your own HP is unaffected and not used in the calculation).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
'''Devine Icon: Redemption'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|(2/Rest) You gain the Repentance ability. Repentance. 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt; (2/Rest) Spend 1 AP and touch yourself or an allied 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''&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 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon Revenge'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt; (2/ Recoup) By spending 1 AP, 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt; (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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Salvation'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt; (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''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Serenity'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt; (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. &lt;br /&gt;
|''Divine Icon - Serenity''&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''&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;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt; (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. &lt;br /&gt;
|''Divine Icon - Serenity''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Wisdom'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt; (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature. &lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Wisdom''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Wrath'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt; (2/Recoup) Deal +2 damage on all attacks for the next 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath''&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''&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;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt; (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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1162</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1162"/>
		<updated>2023-11-22T00:40:53Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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 both serves 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;
=== Cleric Class Stacks ===&lt;br /&gt;
'''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;
'''Piety:''' You can 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;
'''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;
'''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 Talents ==&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 stacks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity. That deity will have a list of three Icons. Gain one [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: 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, Divine''&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins 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 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (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 Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&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 LoS but does block LoE. 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 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 type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises 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 ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (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;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine 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 II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&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). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles.When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, 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.When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times. When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt; (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt; (1/Month) Select a field of crops that is a  500 ft square or smaller. 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;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt; (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;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a 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 can cure common diseases as well.&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 the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt; (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). 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;
Incompatible: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag.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;
|When you use Piety, you can instantaneously cure common or uncommon poisons or 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 Skills with the Influence or Knowledge tag. 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 miraculous healing on the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt; (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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;
Incompatible: Piety III&lt;br /&gt;
|Lay on Hands can be used with Reactive AP. If the target is bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Lay on Hands only costs 1 AP. If the target is bloodied, the target regains 2 additional HP from Lay on Hands (10 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP  it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt; If you roll [[Initiative]] and have no Lay  on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&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. You gain two abilities: Ambient Divinity and Divine  Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt; (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP  you just spent on that spell. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt; (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;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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;
=== Theologian Track ===&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;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 the time it would normally take. (If required to roll INT, and you roll low, then you still might not find what you need, but whatever you do find takes 1/2 the time).&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 additional magic (one spell, cantrip, chant, or ritual) based on that choice, which counts as divine for you even though the new magic will not be originally from the Divine Source.&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;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt; (1/Month) When in a well-equipped religious center with a library, you can reselect which divine spells you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
Incompatible: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt; When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that icon. Choose one willing creature to bond with the Icon. That creature gains one use of that icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this icon until you use this ability again.&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, if you know a higher-power version of it (such as Provision II), you can inscribe that version onto the icon. The creature can still only use the icon one time until they can recharge it, 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;
Incompatible: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt; 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 10x the spell’s SPC. 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. 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;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&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 skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt; When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&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 be only entry-level without higher-power icon abilities, while the other can be an Icon one power level higher. Apprenticeship only works on one creature each time you Recoup, but you can pick which creature is your Apprentice each time.&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 be higher-power, and 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. 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;
|(1/Recoup) When you cast a spell that you have scribed onto a scroll, if you are holding the scroll in your hand, then 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, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(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;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III,'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&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 II suffix. 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 Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt; 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;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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 skills with the Observation or Knowledge tag. 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. Your Scrivener scrolls last for 48 hours before losing magic. When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;. (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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;
&lt;br /&gt;
===== Apocrypha List =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!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 (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;
|Calming 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;
=== Support Talents ===&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;
|'''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. 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;
|Holy Support gives you 2 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;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Talents ===&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;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|Gain two additional Divine Icon talents, 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 1&lt;br /&gt;
|Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|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;
'''Divine Icon: Ambition'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt; (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Prerequisites: Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt; (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. &lt;br /&gt;
|''Divine Icon - Ambition''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Austerity'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|(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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt; (1/Recoup) When making a LUCK check, add your CHA to the roll. &lt;br /&gt;
|''Divine Icon - Austerity''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Bravery'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt; (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. &lt;br /&gt;
|''Divine Icon - Bravery''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Cultivation'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt; (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Darkness'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt; (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. &lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Prerequisites: Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Death'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt; When a creature dies, you may briefly commune with its soul 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Prerequisites: Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt; When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster II'''&lt;br /&gt;
|Prerequisites: Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Decay'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt; (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''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt; (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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Fate'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point. &lt;br /&gt;
|''Divine Icon - Fate''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Freedom'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt; (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 costs 0 Reactive AP. &lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt; (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. &lt;br /&gt;
|''Divine Icon - Freedom''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Hedonism'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt; (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. &lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt; (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. &lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Honnor'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt; (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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt; (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Knowledge'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt; (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''&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''&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;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Light'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt; (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition.&lt;br /&gt;
|''Divine Icon - Light''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt; By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Love'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt; When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Love: Sacrificial''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt; (1/Rest) By spending 3 AP, a creature becomes Charmed by 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;
|''Love: Enrapture''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Love: Enrapture II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Love: Enrapture III''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Nature'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 can cast the Bloom primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Nature''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Order'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt; (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt; (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&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 (your own HP is unaffected and not used in the calculation).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
'''Devine Icon: Redemption'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|(2/Rest) You gain the Repentance ability. Repentance. 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt; (2/Rest) Spend 1 AP and touch yourself or an allied 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''&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 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon Revenge'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt; (2/ Recoup) By spending 1 AP, 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt; (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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Salvation'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt; (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''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Serenity'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt; (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. &lt;br /&gt;
|''Divine Icon - Serenity''&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''&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;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt; (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. &lt;br /&gt;
|''Divine Icon - Serenity''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Wisdom'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt; (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature. &lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Wisdom''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Wrath'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt; (2/Recoup) Deal +2 damage on all attacks for the next 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath''&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''&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;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt; (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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1161</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1161"/>
		<updated>2023-11-22T00:37:41Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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 both serves 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;
=== Cleric Class Stacks ===&lt;br /&gt;
'''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;
'''Piety:''' You can 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;
'''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;
'''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 Talents ==&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 stacks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity. That deity will have a list of three Icons. Gain one [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: 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, Divine''&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins 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 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (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 Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&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 LoS but does block LoE. 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 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 type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises 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 ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (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;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine 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 II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&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). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles.When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, 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.When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times. When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt; (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt; (1/Month) Select a field of crops that is a  500 ft square or smaller. 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;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt; (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;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a 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 can cure common diseases as well.&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 the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt; (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). 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;
Incompatible: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag.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;
|When you use Piety, you can instantaneously cure common or uncommon poisons or 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 Skills with the Influence or Knowledge tag. 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 miraculous healing on the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt; (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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;
Incompatible: Piety III&lt;br /&gt;
|Lay on Hands can be used with Reactive AP. If the target is bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Lay on Hands only costs 1 AP. If the target is bloodied, the target regains 2 additional HP from Lay on Hands (10 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP  it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt; If you roll [[Initiative]] and have no Lay  on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&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. You gain two abilities: Ambient Divinity and Divine  Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt; (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP  you just spent on that spell. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt; (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;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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;
=== Theologian Track ===&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;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 the time it would normally take. (If required to roll INT, and you roll low, then you still might not find what you need, but whatever you do find takes 1/2 the time).&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 additional magic (one spell, cantrip, chant, or ritual) based on that choice, which counts as divine for you even though the new magic will not be originally from the Divine Source.&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;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt; (1/Month) When in a well-equipped religious center with a library, you can reselect which divine spells you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
Incompatible: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt; When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that icon. Choose one willing creature to bond with the Icon. That creature gains one use of that icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this icon until you use this ability again.&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, if you know a higher-power version of it (such as Provision II), you can inscribe that version onto the icon. The creature can still only use the icon one time until they can recharge it, 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;
Incompatible: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt; 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 10x the spell’s SPC. 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. 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;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&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 skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt; When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&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 be only entry-level without higher-power icon abilities, while the other can be an Icon one power level higher. Apprenticeship only works on one creature each time you Recoup, but you can pick which creature is your Apprentice each time.&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 be higher-power, and 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. 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;
|(1/Recoup) When you cast a spell that you have scribed onto a scroll, if you are holding the scroll in your hand, then 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, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(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;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III,'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&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 II suffix. 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 Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt; 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;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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 skills with the Observation or Knowledge tag. 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. Your Scrivener scrolls last for 48 hours before losing magic. When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;. (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: 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;
&lt;br /&gt;
===== Apocrypha List =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!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 (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;
|Calming 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;
=== Support Talents ===&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;
|'''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. 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;
|Holy Support gives you 2 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;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Talents ===&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;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|Gain two additional Divine Icon talents, 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 1&lt;br /&gt;
|Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|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: Ambition =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt; (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Prerequisites: Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt; (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. &lt;br /&gt;
|''Divine Icon - Ambition''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Austerity =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|(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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt; (1/Recoup) When making a LUCK check, add your CHA to the roll. &lt;br /&gt;
|''Divine Icon - Austerity''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Bravery =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt; (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. &lt;br /&gt;
|''Divine Icon - Bravery''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Cultivation =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt; (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Darkness =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt; (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. &lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Prerequisites: Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Death =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt; When a creature dies, you may briefly commune with its soul 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Prerequisites: Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt; When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster II'''&lt;br /&gt;
|Prerequisites: Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Decay =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt; (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''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt; (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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Fate =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point. &lt;br /&gt;
|''Divine Icon - Fate''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Freedom =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt; (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 costs 0 Reactive AP. &lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt; (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. &lt;br /&gt;
|''Divine Icon - Freedom''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Hedonism =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt; (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. &lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt; (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. &lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Honnor =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt; (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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt; (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Knowledge =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt; (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''&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''&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;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Light =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt; (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition.&lt;br /&gt;
|''Divine Icon - Light''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt; By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Love =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt; When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Love: Sacrificial''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt; (1/Rest) By spending 3 AP, a creature becomes Charmed by 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;
|''Love: Enrapture''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Love: Enrapture II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Love: Enrapture III''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Nature =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 can cast the Bloom primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Nature''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Order =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt; (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt; (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&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 (your own HP is unaffected and not used in the calculation).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Redemption =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|(2/Rest) You gain the Repentance ability. Repentance. 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt; (2/Rest) Spend 1 AP and touch yourself or an allied 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''&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 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon Revenge =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt; (2/ Recoup) By spending 1 AP, 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt; (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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Salvation =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt; (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''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Serenity =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt; (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. &lt;br /&gt;
|''Divine Icon - Serenity''&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''&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;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt; (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. &lt;br /&gt;
|''Divine Icon - Serenity''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Wisdom =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt; (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature. &lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt; (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Wisdom''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Wrath =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt; (2/Recoup) Deal +2 damage on all attacks for the next 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath''&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''&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;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt; (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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1160</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1160"/>
		<updated>2023-11-21T23:16:10Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 [https://srd.mythcraftrpg.com/Cleric#Divine_Icon_Talents divine icon] at your side, a holy depiction of your god or your tenets. Your [[divine]] icon both serves 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;
=== Cleric Class Stacks ===&lt;br /&gt;
'''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;
'''Piety:''' You can 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;
'''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;
'''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 Talents ==&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 stacks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity. That deity will have a list of three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: 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, Divine''&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins 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 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (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 Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&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 LoS but does block LoE. 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 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 type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises 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 ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (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;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine 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 II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&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). Abjure Unholy becomes ½ CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles.When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, 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.When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times. When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain Lay on Hands.&lt;br /&gt;
'''Lay on Hands''' You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.(CHA/Rest)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&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''' Select a field of crops that is a &lt;br /&gt;
500 ft square or smaller. 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. (1/Month)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|While Recouping, you can use Lay on Hands one time without expending a use of it. (1/Rest)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag.Gain the Piety ability.&lt;br /&gt;
'''Piety''' You may touch a creature suffering from a common poison and instantaneously cure it. (1/Week)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a 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 can cure common diseases as well.&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 the Horticultural Blessing ability.&lt;br /&gt;
'''Horticultural Blessing''' When you spend at least 1 week &lt;br /&gt;
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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours. (1/Week)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
Incompatible: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag.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;
|When you use Piety, you can instantaneously cure common or uncommon poisons or 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 Skills with the Influence or Knowledge tag. 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 miraculous healing on the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles.Gain the Miracle Worker ability.&lt;br /&gt;
'''Miracle Worker''' Yoou may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 24 hours. (1/Rest) 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than 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;
Incompatible: Piety III&lt;br /&gt;
|Lay on Hands can be used with Reactive AP. If the target is bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Lay on Hands only costs 1 AP. If the target is bloodied, the target regains 2 additional HP from Lay on Hands (10 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP  it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
'''Relentless Healer''' If you roll [[Initiative]] and have no Lay  on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&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. You gain two abilities: Ambient Divinity and Divine  Salvation.&lt;br /&gt;
'''Ambient Divinity''' When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP  you just spent on that spell. (CHA/Rest)&lt;br /&gt;
'''Divine Salvation''' 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. (1/Rest)&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;
=== Theologian Track ===&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;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1⁄2 the time it would normally take. (If required to roll INT, and you roll low, then you still might not find what you need, but whatever you do find takes 1⁄2 the time).&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 additional magic (one spell, cantrip, chant, or ritual) based on that choice, which counts as divine for you even though the new magic will not be originally from the Divine Source.&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;
'''Scriptorium''' When in a well-equipped religious center with a library, you can reselect which divine spells you know. This takes 24 hours. (1/Month)&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
Incompatible: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
'''Iconographer''' When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that icon. Choose one willing creature to bond with the Icon. That creature gains one use of that icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this icon until you use this ability again.&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, if you know a higher-power version of it (such as Provision II), you can inscribe that version onto the icon. The creature can still only use the icon one time until they can recharge it, 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;
Incompatible: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
'''Scrivener''' 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 10x the spell’s SPC. 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. 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;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&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 skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
'''Apprenticeship''' When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&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 be only entry-level without higher-power icon abilities, while the other can be an Icon one power level higher. Apprenticeship only works on one creature each time you Recoup, but you can pick which creature is your Apprentice each time.&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 be higher-power, and 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. 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;
|When you cast a spell that you have scribed onto a scroll, if you are holding the scroll in your hand, then you can ignore all other Gesture, Verbal, and Visual requirements. (1/Recoup)&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, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or icon. (1/Week)&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III,'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&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 II suffix. 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 Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. 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 skills with the Observation or Knowledge tag. 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. Your Scrivener scrolls last for 48 hours before losing magic. When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
Holy Lectionary. Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again. (1/Week)&lt;br /&gt;
Level 30: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental&lt;br /&gt;
defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Apocrypha List =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!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 (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;
|Calming 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;
=== Support Talents ===&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;
|'''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. 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;
|Holy Support gives you 2 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;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|Gain two additional Divine Icon talents, 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 1&lt;br /&gt;
|Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|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: Ambition =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Silver Tongue ability.&lt;br /&gt;
'''Silver Tongue''' When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA. (1/ Recoup)&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Prerequisites: Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
'''Vendetta''' By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Ambition''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Austerity =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|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. (1/Rest)&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
'''Provision''' When making a LUCK check, add your CHA to the roll. (1/Recoup)&lt;br /&gt;
|''Divine Icon - Austerity''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Bravery =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Courage ability. &lt;br /&gt;
'''Courage''' By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. (2/Rest)&lt;br /&gt;
|''Divine Icon - Bravery''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Cultivation =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill. (1/Week)&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
'''Nurturance''' By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. (2/Rest)&lt;br /&gt;
|''Divine Icon - Cultivation''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Darkness =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Blinding Dark''' By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Prerequisites: Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Death =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Last Rites''' When a creature dies, you may briefly commune with its soul 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Prerequisites: Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
'''Gravemaster''' When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster II'''&lt;br /&gt;
|Prerequisites: Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Decay =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Withering''' By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns. (2/Rest)&lt;br /&gt;
|''Divine Icon - Decay''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
'''Trembling''' By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Decay''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Fate =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|You may reroll one of your d20s, using the second result, as though you spent a Luck Point. (1/Rest)&lt;br /&gt;
|''Divine Icon - Fate''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Freedom =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Uncontainable ability.&lt;br /&gt;
'''Uncontainable''' 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 costs 0 Reactive AP. (CHA/Rest)&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
'''Unstoppable''' You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. (CHA/Rest)&lt;br /&gt;
|''Divine Icon - Freedom''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Hedonism =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Gluttony ability. &lt;br /&gt;
'''Gluttony''' Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. (CHA/Recoup)&lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
'''Bloodlust''' Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Honnor =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Vow of Enmity ability.&lt;br /&gt;
'''Vow of Enmity''' 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
'''Binding Oath''' Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Knowledge =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Debate ability.&lt;br /&gt;
'''Debate''' 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge:Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
'''Divine Recollection''' When you or an allied creature within 10 ft of you makes a skill check with the Knowledge&lt;br /&gt;
tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Light =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
'''Cleareye''' When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. (2/Rest)&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
'''Reveal''' By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. (2/Rest)&lt;br /&gt;
|''Divine Icon - Light''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
'''Illumine''' By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Love =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&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;
|''Love: Sacrificial''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
'''Enrapture''' By spending 3 AP, a creature becomes Charmed by 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. (1/Rest)&lt;br /&gt;
|''Love: Enrapture''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Love: Enrapture II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Love: Enrapture III''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Nature =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 can cast the Bloom primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|You can cast the Nature’s Bounty primal spell without spending SP. (1/Rest)&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
'''Survivor''' When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Nature''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Order =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Even the Scales ability.&lt;br /&gt;
'''Even the Scales''' By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. (1/ Recoup)&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
'''Rebalance''' Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). (2/Recoup)&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&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 (your own HP is unaffected and not used in the calculation).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Redemption =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Repentance ability. Repentance. 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
'''Redeeming Fervor''' Spend 1 AP and touch yourself or an allied 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Redemption''&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 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon Revenge =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Aggressive Taunt''' By spending 1 AP, 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. (2/ Recoup)&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
'''Vengeful''' 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Revenge''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Salvation =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Rescue''' 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Salvation''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Serenity =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReg&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
'''Levelheaded''' By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. (2/Rest)&lt;br /&gt;
|''Divine Icon - Serenity''&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''&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;
'''Keep Your Wit''' By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. (2/Rest)&lt;br /&gt;
|''Divine Icon - Serenity''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Wisdom =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Aphobia''' By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature. (1/Rest)&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
'''Astute''' When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Wisdom''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Wrath =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Rage''' Deal +2 damage on all attacks for the next 1 minute. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Wrath''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
'''War Cry''' You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you&lt;br /&gt;
for 1 minute. (2/Rest)&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1159</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1159"/>
		<updated>2023-11-21T23:13:37Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 [https://srd.mythcraftrpg.com/Cleric#Divine_Icon_Talents divine icon] at your side, a holy depiction of your god or your tenets. Your [[divine]] icon both serves 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;
=== Cleric Class Stacks ===&lt;br /&gt;
'''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;
'''Piety:''' You can 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;
'''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;
'''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 Talents ==&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 stacks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity. That deity will have a list of three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: 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, Divine''&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins 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 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (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 Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&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 LoS but does block LoE. 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 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 type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises 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 ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (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;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine 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 II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&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). Abjure Unholy becomes ½ CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles.When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, 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.When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times. When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain Lay on Hands.&lt;br /&gt;
'''Lay on Hands''' You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.(CHA/Rest)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&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''' Select a field of crops that is a &lt;br /&gt;
500 ft square or smaller. 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. (1/Month)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|While Recouping, you can use Lay on Hands one time without expending a use of it. (1/Rest)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag.Gain the Piety ability.&lt;br /&gt;
'''Piety''' You may touch a creature suffering from a common poison and instantaneously cure it. (1/Week)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a 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 can cure common diseases as well.&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 the Horticultural Blessing ability.&lt;br /&gt;
'''Horticultural Blessing''' When you spend at least 1 week &lt;br /&gt;
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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours. (1/Week)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
Incompatible: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag.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;
|When you use Piety, you can instantaneously cure common or uncommon poisons or 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 Skills with the Influence or Knowledge tag. 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 miraculous healing on the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles.Gain the Miracle Worker ability.&lt;br /&gt;
'''Miracle Worker''' Yoou may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 24 hours. (1/Rest) 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than 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;
Incompatible: Piety III&lt;br /&gt;
|Lay on Hands can be used with Reactive AP. If the target is bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Lay on Hands only costs 1 AP. If the target is bloodied, the target regains 2 additional HP from Lay on Hands (10 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP  it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
'''Relentless Healer''' If you roll [[Initiative]] and have no Lay  on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&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. You gain two abilities: Ambient Divinity and Divine  Salvation.&lt;br /&gt;
'''Ambient Divinity''' When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP  you just spent on that spell. (CHA/Rest)&lt;br /&gt;
'''Divine Salvation''' 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. (1/Rest)&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;
=== Theologian Track ===&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;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1⁄2 the time it would normally take. (If required to roll INT, and you roll low, then you still might not find what you need, but whatever you do find takes 1⁄2 the time).&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 additional magic (one spell, cantrip, chant, or ritual) based on that choice, which counts as divine for you even though the new magic will not be originally from the Divine Source.&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;
'''Scriptorium''' When in a well-equipped religious center with a library, you can reselect which divine spells you know. This takes 24 hours. (1/Month)&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
Incompatible: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
'''Iconographer''' When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that icon. Choose one willing creature to bond with the Icon. That creature gains one use of that icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this icon until you use this ability again.&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, if you know a higher-power version of it (such as Provision II), you can inscribe that version onto the icon. The creature can still only use the icon one time until they can recharge it, 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;
Incompatible: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
'''Scrivener''' 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 10x the spell’s SPC. 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. 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;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&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 skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
'''Apprenticeship''' When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&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 be only entry-level without higher-power icon abilities, while the other can be an Icon one power level higher. Apprenticeship only works on one creature each time you Recoup, but you can pick which creature is your Apprentice each time.&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 be higher-power, and 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. 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;
|When you cast a spell that you have scribed onto a scroll, if you are holding the scroll in your hand, then you can ignore all other Gesture, Verbal, and Visual requirements. (1/Recoup)&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, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or icon. (1/Week)&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III,'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&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 II suffix. 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 Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. 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 skills with the Observation or Knowledge tag. 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. Your Scrivener scrolls last for 48 hours before losing magic. When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
Holy Lectionary. Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again. (1/Week)&lt;br /&gt;
Level 30: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental&lt;br /&gt;
defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Apocrypha List =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!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 (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;
|Calming 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;
=== Support Talents ===&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;
|'''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. 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;
|Holy Support gives you 2 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;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Talents ===&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;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|Gain two additional Divine Icon talents, 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 1&lt;br /&gt;
|Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|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: Ambition =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Silver Tongue ability.&lt;br /&gt;
'''Silver Tongue''' When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA. (1/ Recoup)&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Prerequisites: Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
'''Vendetta''' By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Ambition''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Austerity =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|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. (1/Rest)&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
'''Provision''' When making a LUCK check, add your CHA to the roll. (1/Recoup)&lt;br /&gt;
|''Divine Icon - Austerity''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Bravery =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Courage ability. &lt;br /&gt;
'''Courage''' By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. (2/Rest)&lt;br /&gt;
|''Divine Icon - Bravery''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Cultivation =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill. (1/Week)&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
'''Nurturance''' By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. (2/Rest)&lt;br /&gt;
|''Divine Icon - Cultivation''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Darkness =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Blinding Dark''' By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Prerequisites: Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Death =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Last Rites''' When a creature dies, you may briefly commune with its soul 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Prerequisites: Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
'''Gravemaster''' When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster II'''&lt;br /&gt;
|Prerequisites: Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Decay =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Withering''' By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns. (2/Rest)&lt;br /&gt;
|''Divine Icon - Decay''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
'''Trembling''' By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Decay''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Fate =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|You may reroll one of your d20s, using the second result, as though you spent a Luck Point. (1/Rest)&lt;br /&gt;
|''Divine Icon - Fate''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Freedom =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Uncontainable ability.&lt;br /&gt;
'''Uncontainable''' 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 costs 0 Reactive AP. (CHA/Rest)&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
'''Unstoppable''' You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. (CHA/Rest)&lt;br /&gt;
|''Divine Icon - Freedom''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Hedonism =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Gluttony ability. &lt;br /&gt;
'''Gluttony''' Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. (CHA/Recoup)&lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
'''Bloodlust''' Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Honnor =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Vow of Enmity ability.&lt;br /&gt;
'''Vow of Enmity''' 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
'''Binding Oath''' Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Knowledge =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Debate ability.&lt;br /&gt;
'''Debate''' 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge:Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
'''Divine Recollection''' When you or an allied creature within 10 ft of you makes a skill check with the Knowledge&lt;br /&gt;
tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Light =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
'''Cleareye''' When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. (2/Rest)&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
'''Reveal''' By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. (2/Rest)&lt;br /&gt;
|''Divine Icon - Light''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
'''Illumine''' By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Love =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&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;
|''Love: Sacrificial''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
'''Enrapture''' By spending 3 AP, a creature becomes Charmed by 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. (1/Rest)&lt;br /&gt;
|''Love: Enrapture''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Love: Enrapture II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Love: Enrapture III''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Nature =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 can cast the Bloom primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|You can cast the Nature’s Bounty primal spell without spending SP. (1/Rest)&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
'''Survivor''' When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Nature''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Order =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Even the Scales ability.&lt;br /&gt;
'''Even the Scales''' By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. (1/ Recoup)&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
'''Rebalance''' Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). (2/Recoup)&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&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 (your own HP is unaffected and not used in the calculation).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Redemption =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Repentance ability. Repentance. 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
'''Redeeming Fervor''' Spend 1 AP and touch yourself or an allied 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Redemption''&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 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon Revenge =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Aggressive Taunt''' By spending 1 AP, 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. (2/ Recoup)&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
'''Vengeful''' 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Revenge''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Salvation =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Rescue''' 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Salvation''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Serenity =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReg&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
'''Levelheaded''' By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. (2/Rest)&lt;br /&gt;
|''Divine Icon - Serenity''&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''&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;
'''Keep Your Wit''' By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. (2/Rest)&lt;br /&gt;
|''Divine Icon - Serenity''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Wisdom =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Aphobia''' By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature. (1/Rest)&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
'''Astute''' When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Wisdom''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Wrath =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Rage''' Deal +2 damage on all attacks for the next 1 minute. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Wrath''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
'''War Cry''' You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you&lt;br /&gt;
for 1 minute. (2/Rest)&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1158</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1158"/>
		<updated>2023-11-21T23:06:27Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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 both serves 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;
=== Cleric Class Stacks ===&lt;br /&gt;
'''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;
'''Piety:''' You can 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;
'''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;
'''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 Talents ==&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 stacks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity. That deity will have a list of three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: 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, Divine''&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins 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 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (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 Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&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 LoS but does block LoE. 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 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 type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises 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 ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (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;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine 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 II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&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). Abjure Unholy becomes ½ CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles.When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, 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.When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times. When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain Lay on Hands.&lt;br /&gt;
'''Lay on Hands''' You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.(CHA/Rest)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&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''' Select a field of crops that is a &lt;br /&gt;
500 ft square or smaller. 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. (1/Month)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|While Recouping, you can use Lay on Hands one time without expending a use of it. (1/Rest)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag.Gain the Piety ability.&lt;br /&gt;
'''Piety''' You may touch a creature suffering from a common poison and instantaneously cure it. (1/Week)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a 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 can cure common diseases as well.&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 the Horticultural Blessing ability.&lt;br /&gt;
'''Horticultural Blessing''' When you spend at least 1 week &lt;br /&gt;
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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours. (1/Week)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
Incompatible: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag.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;
|When you use Piety, you can instantaneously cure common or uncommon poisons or 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 Skills with the Influence or Knowledge tag. 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 miraculous healing on the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles.Gain the Miracle Worker ability.&lt;br /&gt;
'''Miracle Worker''' Yoou may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 24 hours. (1/Rest) 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than 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;
Incompatible: Piety III&lt;br /&gt;
|Lay on Hands can be used with Reactive AP. If the target is bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Lay on Hands only costs 1 AP. If the target is bloodied, the target regains 2 additional HP from Lay on Hands (10 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP  it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
'''Relentless Healer''' If you roll [[Initiative]] and have no Lay  on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&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. You gain two abilities: Ambient Divinity and Divine  Salvation.&lt;br /&gt;
'''Ambient Divinity''' When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP  you just spent on that spell. (CHA/Rest)&lt;br /&gt;
'''Divine Salvation''' 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. (1/Rest)&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;
=== Theologian Track ===&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;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1⁄2 the time it would normally take. (If required to roll INT, and you roll low, then you still might not find what you need, but whatever you do find takes 1⁄2 the time).&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 additional magic (one spell, cantrip, chant, or ritual) based on that choice, which counts as divine for you even though the new magic will not be originally from the Divine Source.&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;
'''Scriptorium''' When in a well-equipped religious center with a library, you can reselect which divine spells you know. This takes 24 hours. (1/Month)&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
Incompatible: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
'''Iconographer''' When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that icon. Choose one willing creature to bond with the Icon. That creature gains one use of that icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this icon until you use this ability again.&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, if you know a higher-power version of it (such as Provision II), you can inscribe that version onto the icon. The creature can still only use the icon one time until they can recharge it, 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;
Incompatible: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
'''Scrivener''' 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 10x the spell’s SPC. 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. 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;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&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 skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
'''Apprenticeship''' When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&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 be only entry-level without higher-power icon abilities, while the other can be an Icon one power level higher. Apprenticeship only works on one creature each time you Recoup, but you can pick which creature is your Apprentice each time.&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 be higher-power, and 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. 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;
|When you cast a spell that you have scribed onto a scroll, if you are holding the scroll in your hand, then you can ignore all other Gesture, Verbal, and Visual requirements. (1/Recoup)&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, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or icon. (1/Week)&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III,'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&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 II suffix. 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 Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. 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 skills with the Observation or Knowledge tag. 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. Your Scrivener scrolls last for 48 hours before losing magic. When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
Holy Lectionary. Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again. (1/Week)&lt;br /&gt;
Level 30: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental&lt;br /&gt;
defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Apocrypha List =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!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 (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;
|Calming 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;
=== Support Talents ===&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;
|'''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. 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;
|Holy Support gives you 2 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;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Talents ===&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;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|Gain two additional Divine Icon talents, 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 1&lt;br /&gt;
|Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|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: Ambition =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Silver Tongue ability.&lt;br /&gt;
'''Silver Tongue''' When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA. (1/ Recoup)&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Prerequisites: Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
'''Vendetta''' By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Ambition''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Austerity =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|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. (1/Rest)&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
'''Provision''' When making a LUCK check, add your CHA to the roll. (1/Recoup)&lt;br /&gt;
|''Divine Icon - Austerity''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Bravery =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Courage ability. &lt;br /&gt;
'''Courage''' By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. (2/Rest)&lt;br /&gt;
|''Divine Icon - Bravery''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Cultivation =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill. (1/Week)&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
'''Nurturance''' By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. (2/Rest)&lt;br /&gt;
|''Divine Icon - Cultivation''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Darkness =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Blinding Dark''' By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Prerequisites: Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Death =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Last Rites''' When a creature dies, you may briefly commune with its soul 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Prerequisites: Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
'''Gravemaster''' When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster II'''&lt;br /&gt;
|Prerequisites: Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Decay =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Withering''' By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns. (2/Rest)&lt;br /&gt;
|''Divine Icon - Decay''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
'''Trembling''' By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Decay''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Fate =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|You may reroll one of your d20s, using the second result, as though you spent a Luck Point. (1/Rest)&lt;br /&gt;
|''Divine Icon - Fate''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Freedom =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Uncontainable ability.&lt;br /&gt;
'''Uncontainable''' 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 costs 0 Reactive AP. (CHA/Rest)&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
'''Unstoppable''' You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. (CHA/Rest)&lt;br /&gt;
|''Divine Icon - Freedom''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Hedonism =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Gluttony ability. &lt;br /&gt;
'''Gluttony''' Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. (CHA/Recoup)&lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
'''Bloodlust''' Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Honnor =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Vow of Enmity ability.&lt;br /&gt;
'''Vow of Enmity''' 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
'''Binding Oath''' Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Knowledge =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Debate ability.&lt;br /&gt;
'''Debate''' 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge:Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
'''Divine Recollection''' When you or an allied creature within 10 ft of you makes a skill check with the Knowledge&lt;br /&gt;
tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Light =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
'''Cleareye''' When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. (2/Rest)&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
'''Reveal''' By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. (2/Rest)&lt;br /&gt;
|''Divine Icon - Light''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
'''Illumine''' By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Love =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&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;
|''Love: Sacrificial''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
'''Enrapture''' By spending 3 AP, a creature becomes Charmed by 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. (1/Rest)&lt;br /&gt;
|''Love: Enrapture''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Love: Enrapture II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Love: Enrapture III''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Nature =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 can cast the Bloom primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|You can cast the Nature’s Bounty primal spell without spending SP. (1/Rest)&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
'''Survivor''' When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Nature''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Order =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Even the Scales ability.&lt;br /&gt;
'''Even the Scales''' By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. (1/ Recoup)&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
'''Rebalance''' Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). (2/Recoup)&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&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 (your own HP is unaffected and not used in the calculation).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Redemption =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Repentance ability. Repentance. 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
'''Redeeming Fervor''' Spend 1 AP and touch yourself or an allied 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Redemption''&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 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon Revenge =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Aggressive Taunt''' By spending 1 AP, 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. (2/ Recoup)&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
'''Vengeful''' 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Revenge''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Salvation =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Rescue''' 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Salvation''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Serenity =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReg&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
'''Levelheaded''' By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. (2/Rest)&lt;br /&gt;
|''Divine Icon - Serenity''&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''&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;
'''Keep Your Wit''' By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. (2/Rest)&lt;br /&gt;
|''Divine Icon - Serenity''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Wisdom =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Aphobia''' By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature. (1/Rest)&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
'''Astute''' When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Wisdom''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Wrath =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Rage''' Deal +2 damage on all attacks for the next 1 minute. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Wrath''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
'''War Cry''' You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you&lt;br /&gt;
for 1 minute. (2/Rest)&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1157</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1157"/>
		<updated>2023-11-21T23:05:04Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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 both serves 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;
=== Cleric Class Stacks ===&lt;br /&gt;
'''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;
'''Piety:''' You can 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;
'''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;
'''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 Talents ==&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 stacks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity. That deity will have a list of three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: 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, Divine''&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins 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 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (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 Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&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 LoS but does block LoE. 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 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 type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises 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 ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (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;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine 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 II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&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). Abjure Unholy becomes ½ CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles.When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, 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.When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times. When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&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;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain Lay on Hands.&lt;br /&gt;
'''Lay on Hands''' You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.(CHA/Rest)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&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''' Select a field of crops that is a &lt;br /&gt;
500 ft square or smaller. 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. (1/Month)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|While Recouping, you can use Lay on Hands one time without expending a use of it. (1/Rest)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag.Gain the Piety ability.&lt;br /&gt;
'''Piety''' You may touch a creature suffering from a common poison and instantaneously cure it. (1/Week)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a 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 can cure common diseases as well.&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 the Horticultural Blessing ability.&lt;br /&gt;
'''Horticultural Blessing''' When you spend at least 1 week &lt;br /&gt;
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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours. (1/Week)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
Incompatible: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag.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;
|When you use Piety, you can instantaneously cure common or uncommon poisons or 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 Skills with the Influence or Knowledge tag. 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 miraculous healing on the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles.Gain the Miracle Worker ability.&lt;br /&gt;
'''Miracle Worker''' Yoou may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 24 hours. (1/Rest) 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than 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;
Incompatible: Piety III&lt;br /&gt;
|Lay on Hands can be used with Reactive AP. If the target is bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Lay on Hands only costs 1 AP. If the target is bloodied, the target regains 2 additional HP from Lay on Hands (10 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP  it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
'''Relentless Healer''' If you roll [[Initiative]] and have no Lay  on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&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. You gain two abilities: Ambient Divinity and Divine  Salvation.&lt;br /&gt;
'''Ambient Divinity''' When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP  you just spent on that spell. (CHA/Rest)&lt;br /&gt;
'''Divine Salvation''' 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. (1/Rest)&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;
=== Theologian Track ===&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;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1⁄2 the time it would normally take. (If required to roll INT, and you roll low, then you still might not find what you need, but whatever you do find takes 1⁄2 the time).&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 additional magic (one spell, cantrip, chant, or ritual) based on that choice, which counts as divine for you even though the new magic will not be originally from the Divine Source.&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;
'''Scriptorium''' When in a well-equipped religious center with a library, you can reselect which divine spells you know. This takes 24 hours. (1/Month)&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
Incompatible: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
'''Iconographer''' When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that icon. Choose one willing creature to bond with the Icon. That creature gains one use of that icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this icon until you use this ability again.&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, if you know a higher-power version of it (such as Provision II), you can inscribe that version onto the icon. The creature can still only use the icon one time until they can recharge it, 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;
Incompatible: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
'''Scrivener''' 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 10x the spell’s SPC. 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. 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;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&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 skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
'''Apprenticeship''' When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&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 be only entry-level without higher-power icon abilities, while the other can be an Icon one power level higher. Apprenticeship only works on one creature each time you Recoup, but you can pick which creature is your Apprentice each time.&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 be higher-power, and 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. 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;
|When you cast a spell that you have scribed onto a scroll, if you are holding the scroll in your hand, then you can ignore all other Gesture, Verbal, and Visual requirements. (1/Recoup)&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, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or icon. (1/Week)&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III,'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&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 II suffix. 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 Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. 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 skills with the Observation or Knowledge tag. 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. Your Scrivener scrolls last for 48 hours before losing magic. When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
Holy Lectionary. Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again. (1/Week)&lt;br /&gt;
Level 30: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental&lt;br /&gt;
defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Apocrypha List =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!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 (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;
|Calming 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;
=== Support Talents ===&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;
|'''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. 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;
|Holy Support gives you 2 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;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Divine Icon Talents''' ===&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;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|Gain two additional Divine Icon talents, 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 1&lt;br /&gt;
|Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|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: Ambition''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Silver Tongue ability.&lt;br /&gt;
'''Silver Tongue''' When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA. (1/ Recoup)&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Prerequisites: Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
'''Vendetta''' By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Ambition''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Austerity''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|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. (1/Rest)&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
'''Provision''' When making a LUCK check, add your CHA to the roll. (1/Recoup)&lt;br /&gt;
|''Divine Icon - Austerity''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Bravery''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Courage ability. &lt;br /&gt;
'''Courage''' By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. (2/Rest)&lt;br /&gt;
|''Divine Icon - Bravery''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Cultivation''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill. (1/Week)&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
'''Nurturance''' By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. (2/Rest)&lt;br /&gt;
|''Divine Icon - Cultivation''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Darkness''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Blinding Dark''' By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Prerequisites: Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Death''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Last Rites''' When a creature dies, you may briefly commune with its soul 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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Prerequisites: Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
'''Gravemaster''' When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: GraveMaster II'''&lt;br /&gt;
|Prerequisites: Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Decay''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Withering''' By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns. (2/Rest)&lt;br /&gt;
|''Divine Icon - Decay''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
'''Trembling''' By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Decay''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Fate''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|You may reroll one of your d20s, using the second result, as though you spent a Luck Point. (1/Rest)&lt;br /&gt;
|''Divine Icon - Fate''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Freedom''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Uncontainable ability.&lt;br /&gt;
'''Uncontainable''' 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 costs 0 Reactive AP. (CHA/Rest)&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
'''Unstoppable''' You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. (CHA/Rest)&lt;br /&gt;
|''Divine Icon - Freedom''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Hedonism''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Gluttony ability. &lt;br /&gt;
'''Gluttony''' Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. (CHA/Recoup)&lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
'''Bloodlust''' Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. (2/Rest)&lt;br /&gt;
|''Divine Icon - Hedonism''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Honnor''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Vow of Enmity ability.&lt;br /&gt;
'''Vow of Enmity''' 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
'''Binding Oath''' Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Knowledge''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Debate ability.&lt;br /&gt;
'''Debate''' 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge:Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
'''Divine Recollection''' When you or an allied creature within 10 ft of you makes a skill check with the Knowledge&lt;br /&gt;
tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Knowledge''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Light''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
'''Cleareye''' When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. (2/Rest)&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
'''Reveal''' By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. (2/Rest)&lt;br /&gt;
|''Divine Icon - Light''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
'''Illumine''' By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Love''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&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;
|''Love: Sacrificial''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
'''Enrapture''' By spending 3 AP, a creature becomes Charmed by 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. (1/Rest)&lt;br /&gt;
|''Love: Enrapture''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Love: Enrapture II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Icon - Love'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Love: Enrapture III''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Nature''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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 can cast the Bloom primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|You can cast the Nature’s Bounty primal spell without spending SP. (1/Rest)&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
'''Survivor''' When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Nature''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Order''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Even the Scales ability.&lt;br /&gt;
'''Even the Scales''' By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. (1/ Recoup)&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
'''Rebalance''' Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). (2/Recoup)&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&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 (your own HP is unaffected and not used in the calculation).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Devine Icon: Redemption''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
|You gain the Repentance ability. Repentance. 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
'''Redeeming Fervor''' Spend 1 AP and touch yourself or an allied 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Redemption''&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 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon Revenge''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Aggressive Taunt''' By spending 1 AP, 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. (2/ Recoup)&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
'''Vengeful''' 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. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Revenge''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
'''Divine Icon: Salvation'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Rescue''' 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. (2/Rest)&lt;br /&gt;
|''Divine Icon - Salvation''&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''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Serenity''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReg&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
'''Levelheaded''' By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. (2/Rest)&lt;br /&gt;
|''Divine Icon - Serenity''&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''&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;
'''Keep Your Wit''' By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. (2/Rest)&lt;br /&gt;
|''Divine Icon - Serenity''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Wisdom''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Aphobia''' By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature. (1/Rest)&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
'''Astute''' When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|''Divine Icon - Wisdom''&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''&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''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Divine Icon: Wrath''' =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&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;
'''Rage''' Deal +2 damage on all attacks for the next 1 minute. (2/Recoup)&lt;br /&gt;
|''Divine Icon - Wrath''&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''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
'''War Cry''' You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you&lt;br /&gt;
for 1 minute. (2/Rest)&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=1156</id>
		<title>Pugilist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=1156"/>
		<updated>2023-11-21T22:44:32Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up in a rough neighborhood and had been in more than your fair share of street fights by the time you were a teen. Forged and tempered by your brutal environment, you are familiar with the necessity of fighting over scraps of food and the agony of gnawing hunger and broken ribs after losing such a fight. But you remained determined to persevere despite innumerable hardships. Through sheer will to survive, unwavering grit, and bloody fists, you became a powerful unarmed combatant, capable of going toe to toe even with skilled warriors that fight with sword or spear.&lt;br /&gt;
Your skill in unarmed [[combat]] is unquestioned, and your style very distinct. Do you rely on your overwhelmingly powerful physique to crush your foes? Maybe you fight with an unpredictable blend of strength and agility, or you might rigorously train in various forms that you can use to outmaneuver enemies with different fighting styles. Whatever your personal blend of unarmed combat maneuvers, you quickly cultivate a reputation among other fighters for your skill at holding your own against armed combatants.&lt;br /&gt;
&lt;br /&gt;
After gaining the Pugilist Entry talent, you can take talents from any of the pugilist stacks.&lt;br /&gt;
&lt;br /&gt;
==='''PUGILISTS STACKS'''===&lt;br /&gt;
'''Constitute''' Your body is capable of withstanding overwhelming punishment. No matter how hard you are hit, no matter how many blows, you come back for another round.&lt;br /&gt;
&lt;br /&gt;
'''Pummeling''' You hone your body and become inhumanly strong, capable of delivering punches that devastate your opponents.&lt;br /&gt;
&lt;br /&gt;
'''Wrestling''' A well-rounded wrestler, you have a balanced mix of offensive and defensive maneuvers and can easily grapple your foes.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts''' By focusing on harmony of body, mind, and spirit, you can flow between various forms of unarmed combat, going beyond the bounds of physique alone.&lt;br /&gt;
&lt;br /&gt;
== Pugilist Talents ==&lt;br /&gt;
&lt;br /&gt;
==='''Pugilist Entry'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Class Entry, Pugilist&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combatant. &lt;br /&gt;
|&lt;br /&gt;
|Your unarmed attacks deal more [[damage]] now. You may choose whether to use STR or DEX for attacks and damage with unarmed attacks and natural [[weapons]]. Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6). 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;
|Pugilist’s Maneuvers. &lt;br /&gt;
|&lt;br /&gt;
|Gain three Pugilist’s Maneuvers: Grab, Counterpunch, and Corner. You can use your Pugilist’s Maneuvers collectively a number times equal to your Pugilist Level/Recoup. You can learn additional Pugilist Maneuvers from your other pugilist talents.&lt;br /&gt;
'''Grab:''' When you hit with an unarmed attack, you may automatically Grapple the creature.&lt;br /&gt;
'''Counterpunch:''' When an enemy misses you with a melee attack, you can spend 1 AP to make an unarmed reactive attack.&lt;br /&gt;
'''Corner:''' When an enemy moves more than 5 ft away from you, you may spend 1 AP to make an unarmed reactive attack, then move up to your speed towards that enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Constitute Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Ignore Pain&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|When you are not wearing [[armor]] and take physical damage, you can spend 1 reactive AP to gain Shield HP equal to the damage you just took. (END/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Surge Of Strength&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Ignore Pain&lt;br /&gt;
|Gain the Surge of Strength ability.&lt;br /&gt;
'''Surge of Strength''' The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.&lt;br /&gt;
|-&lt;br /&gt;
|Red Right Hand&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Surge of Strength&lt;br /&gt;
|Learn 1 Pugilist’s Maneuver of your choice. When you are Bloodied, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore Pain II&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Red Right Hand&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on [[skills]] with the Stamina tag. If Bloodied when you Ignore Pain, add your END to the&lt;br /&gt;
amount of Shield HP that you gain.&lt;br /&gt;
|-&lt;br /&gt;
|Surge Of Strength II&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Ignore Pain II&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after Recouping.&lt;br /&gt;
|-&lt;br /&gt;
|Enrage&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Surge of Strength II&lt;br /&gt;
|While you are Bloodied, all of your unarmed and natural weapon damage rolls deal +X damage, where X equals the number of Death Points you have.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore Pain II&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Enrage&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Recoup, regain 1 use of Ignore Pain.&lt;br /&gt;
|-&lt;br /&gt;
|Battle Focus&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Ignore Pain III&lt;br /&gt;
|Gain Battle Focus.&lt;br /&gt;
'''Battle Focus''' While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.&lt;br /&gt;
|-&lt;br /&gt;
|On The Ropes&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Battle Focus&lt;br /&gt;
|Gain the On the Ropes ability.&lt;br /&gt;
'''On the Ropes''' When reduced to 0 HP, regain 1d4 HP. (1/ Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Surge Of Strength II&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|On the Ropes&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after rolling [[Initiative]].&lt;br /&gt;
|-&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
'''Cling to Life''' When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Constitute &lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Treat your END as being one Threshold higher when calculating your HP. When you take this talent, you may reroll or recalculate your HP.&lt;br /&gt;
|-&lt;br /&gt;
|Enrage II&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Constitute 11&lt;br /&gt;
|Triple your damage from Enrage while you have 0 HP.&lt;br /&gt;
|-&lt;br /&gt;
|Red Right Hand II&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Enrage II&lt;br /&gt;
|Learn 1 Pugilist’s Maneuver of your choice. When you are have 0 HP, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d6 to 1d8), to a maximum of 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|Mastery Of Form&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Red Right Hand II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|Battle Focus II&lt;br /&gt;
|Pugilist, Constitute&lt;br /&gt;
|Mastery of Form&lt;br /&gt;
|Battle Focus becomes: While you are Bloodied, you are immune to being Shaken. If you are Sickened, you instead subtract 2 from your d20 rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Unkillable Champion&lt;br /&gt;
|Pugilist, Constitute, Capstone&lt;br /&gt;
|Battle Focus II&lt;br /&gt;
|You are cheered the world over as an unkillable [[warrior]]. People often challenge you to feats of strength, buy you drinks, and want to hear of your great exploits. You may use the Unkillable Champion ability when you roll Initiative.&lt;br /&gt;
'''Unkillable Champion''' For the duration of the battle, regain 1d4 HP at the start of each of your turns. (1/Week)&lt;br /&gt;
Level 30: Unkillable Champion becomes 1/Rest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''MARTIAL ARTS TRACK''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Predict A Punch&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Class Entry&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|-&lt;br /&gt;
|Stance Of The Owl&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Owl. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. Stance of the Owl. You have TD on all attacks, and have +3 to ANT.&lt;br /&gt;
|-&lt;br /&gt;
|Stance Of The Squirrel&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Squirrel. You remain in this Stance until you spend 3 AP to end it or to&lt;br /&gt;
pick a new stance. Stance of the Squirrel. You have a climb speed equal to your walking speed, and count as one size smaller for the purposes of Grappling and moving through creatures.&lt;br /&gt;
|-&lt;br /&gt;
|Stance Of The Bear&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bear. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. Stance of the Bear. You have -1 REF and +3 FORT.&lt;br /&gt;
|-&lt;br /&gt;
|Sense Danger&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised.&lt;br /&gt;
|-&lt;br /&gt;
|Flip&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Learn the Trip Pugilist Maneuver if you didn’t know it. When you use Counterpunch, you may also use Trip as part of the same Pugilist’s Maneuver (costing no additional AP).&lt;br /&gt;
|-&lt;br /&gt;
|Unarmored Defense&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +1 REF and FORT.&lt;br /&gt;
|-&lt;br /&gt;
|Stance Of The Bison&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bison. You remain in this Stance until you spend 3 AP to end it or&lt;br /&gt;
to pick a new stance. Stance of the Bison. Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.&lt;br /&gt;
|-&lt;br /&gt;
|Stance Of The Turtle&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Turtle. You remain in this Stance until you spend 3 AP to end it or to&lt;br /&gt;
pick a new stance. Stance of the Turtle. You are Shaken, but have +2 to every defense.&lt;br /&gt;
|-&lt;br /&gt;
|STA N C E O F T H E L E O PA R D&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Leopard. You remain in this Stance until you spend 3 AP to end it or to&lt;br /&gt;
pick a new stance. Stance of the Leopard. Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon&lt;br /&gt;
attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the&lt;br /&gt;
same fashion.&lt;br /&gt;
|-&lt;br /&gt;
|ARMED ARTS&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|The following weapons work with any Martial Arts ability that references “unarmed or natural weapon attacks”: Dagger, Kama, Kunai, Kusarigama, Nunchucks, Quarterstaff, Shuriken, Tonfa, Wakizashi, and Whip.&lt;br /&gt;
|-&lt;br /&gt;
|ARMED ARTS II&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Armed Arts&lt;br /&gt;
|Armed Arts weapons work for Pugilist’s Maneuvers that mention “unarmed or natural weapon attacks” as well.&lt;br /&gt;
|-&lt;br /&gt;
|KENSEI&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Armed Arts II&lt;br /&gt;
|Pick any two weapons with the Melee or Reach tag to add to your Armed Arts weapons list.&lt;br /&gt;
|-&lt;br /&gt;
|FLUID FORMS&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Martial Arts 4&lt;br /&gt;
|Switching into or out of a Stance now costs 2 AP. Gain Fluid Forms.&lt;br /&gt;
'''Fluid Forms''' You can switch between Stances for 0 AP. (1/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|STANCE OF THE SERPENT&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Serpent. You remain in this Stance until you spend 2 AP to end it or to&lt;br /&gt;
pick a new stance. Stance of the Serpent. For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT.&lt;br /&gt;
|-&lt;br /&gt;
|STANCE OF THE RABBIT&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Rabbit. You remain in this Stance until you spend 2 AP to end it or to&lt;br /&gt;
pick a new stance. Stance of the Rabbit. Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.&lt;br /&gt;
|-&lt;br /&gt;
|STANCE OF THE WOLF&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the [[Wolf]]. You remain in this Stance until you spend 2 AP to end it or to&lt;br /&gt;
pick a new stance. Stance of the Wolf. You gain TA on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this TA as well. If there are no allies&lt;br /&gt;
|-&lt;br /&gt;
|KNOW YOUR ENEMY&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of eight times, you can use Know&lt;br /&gt;
your Enemy. Know your Enemy. For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|-&lt;br /&gt;
|WEAK SPOT&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain the Weak Spot ability.&lt;br /&gt;
'''Weak Spot''' When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT. (2/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|PREDICT A PUNCH II&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. Gain the Impulse II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|-&lt;br /&gt;
|QUIET MIND&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain Quiet Mind.&lt;br /&gt;
'''Quiet Mind''' When you Recoup, you can remove the Fatigue condition from yourself. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|DISRUPT KI&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain Disrupt Ki.&lt;br /&gt;
'''Disrupt Ki''' When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn. (1/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|REACTIVE STANCE&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 reactive AP that you lose at the start of your next turn. This can only be used&lt;br /&gt;
on reactive attacks. This is a source of Special AP. You can only have one source of Special AP. If you gain a new source, choose whether you keep this source or take the new source of special AP.&lt;br /&gt;
|-&lt;br /&gt;
|STANCE OF RAGING FIRE&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to&lt;br /&gt;
pick a new stance. Stance of Raging Fire. For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you.&lt;br /&gt;
|-&lt;br /&gt;
|STA N C E O F F LOW I N G WAT E R&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or&lt;br /&gt;
to pick a new stance. Stance of Flowing Water. For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively.&lt;br /&gt;
|-&lt;br /&gt;
|STANCE OF THE STOUT OAK&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. Stance of the Stout Oak. For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone.&lt;br /&gt;
|-&lt;br /&gt;
|FLUID FORMS II&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms, Martial Arts 9&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. You can use Fluid Forms 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|SERENITY&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Survival, Knowledge, and Observation tags. Gain +1 WILL.&lt;br /&gt;
|-&lt;br /&gt;
|MARTIAL ARTIST&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Basic maneuvers that cost 2 AP now cost 1 AP for you.&lt;br /&gt;
|-&lt;br /&gt;
|REACTIVE STANCE II&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II, Reactive Stance&lt;br /&gt;
|You gain 2 reactive AP with Reactive Stance.&lt;br /&gt;
|-&lt;br /&gt;
|MIND OVER MATTER&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA. (2/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|PRESSURE POINT&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|DANCE OF BATTLE&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|When a creature misses you with an attack, you may move up to 10 ft for free (0 AP). (1/Turn)&lt;br /&gt;
|-&lt;br /&gt;
|KNOW YOUR ENEMY II&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Know your Enemy only requires four attacks, and it also reveals what defenses the creature can target with its&lt;br /&gt;
attacks.&lt;br /&gt;
|-&lt;br /&gt;
|UNFETTERED SPEED&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Your base speed increases by 10 ft.&lt;br /&gt;
|-&lt;br /&gt;
|PREDICT A PUNCH III&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse III talent from the&lt;br /&gt;
|-&lt;br /&gt;
|MONKEY CLIMBING THE TREE&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|When you spend AP to move, you can run along vertical surfaces. You cannot end your movement on a vertical surface or you fall unless you have at least one free hand, in which case you can end your movement on a vertical surface.&lt;br /&gt;
|-&lt;br /&gt;
|PRESSURE POINT II&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|REACTIVE STANCE III&lt;br /&gt;
|Pugilist, Martial Arts&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|You gain 3 reactive AP with Reactive Stance.&lt;br /&gt;
|-&lt;br /&gt;
|MEIJIN&lt;br /&gt;
|Pugilist, Martial Arts, Capstone&lt;br /&gt;
|Martial Artist 14&lt;br /&gt;
|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn. Myriad Stances. By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again&lt;br /&gt;
until you regain access to it. (1/Week)&lt;br /&gt;
Level 30: Myriad Stances becomes 1/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''PUMMELING TRACK''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|TAKE A PUNCH&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 FORT. Gain the Tough talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|-&lt;br /&gt;
|GREATER COUNTERPUNCH&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Take a Punch&lt;br /&gt;
|When you use Counterpunch, you gain TA and deal +2 damage on a hit.&lt;br /&gt;
|-&lt;br /&gt;
|BOXER’S MANEUVERS&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Greater Counterpunch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|GREATER CORNER&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Boxer’s Maneuvers&lt;br /&gt;
|When you use Corner, gain TA. If you hit, the enemy is Slowed until the end of their turn.&lt;br /&gt;
|-&lt;br /&gt;
|MIGHTY PUNCH&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Greater Corner&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. Gain Mighty Punch.&lt;br /&gt;
'''Mighty Punch''' Add +1⁄2 END to hit, and +END to damage. (1/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|TA K E A P U N C H I I&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Mighty Punch&lt;br /&gt;
|Gain the Tough II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|-&lt;br /&gt;
|HULKING&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Take a Punch II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. You count as one Size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|BOXER’S MANEUVERS II&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Hulking&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|SUPERIOR CORNER&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Boxer’s Maneuver II&lt;br /&gt;
|When you use Greater Corner, gain an additional TA, and if you hit they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|SUPERIOR COUNTERPUNCH&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Superior Corner&lt;br /&gt;
|When you use Counterpunch, gain an additional TA. If you hit, the target falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
|GREATER UPPERCUT&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Superior Counterpunch&lt;br /&gt;
|Learn Uppercut if you did not know it. Your crit range on Uppercut increases by 2.&lt;br /&gt;
|-&lt;br /&gt;
|SUPERIOR UPPERCUT&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Greater Uppercut&lt;br /&gt;
|You always have TA on Uppercut. If you crit, a creature is pushed 10 ft, takes 1d4 falling damage, and is Dazed.&lt;br /&gt;
|-&lt;br /&gt;
|GREATER GUT PUNCH&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Superior Uppercut&lt;br /&gt;
|Learn Gut Punch if you did not know it. It only costs you 3 AP.&lt;br /&gt;
|-&lt;br /&gt;
|SUPERIOR GUT PUNCH&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Greater Gut Punch&lt;br /&gt;
|You always have TA on Gut Punch, and you knock a creature Prone if you hit.&lt;br /&gt;
|-&lt;br /&gt;
|MIGHTY PUNCH II&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Superior Gut Punch&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. When you crit with Mighty Punch, if you roll the&lt;br /&gt;
maximum number on your damage die (such as 8 on a d8), roll another damage die. Repeat this process until you have no new maximum rolls on your damage dice, then add the sum of all of those damage dice together. Mighty Punch becomes (3/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|TA K E A P U N C H I I I&lt;br /&gt;
|Pugilist, Pummeling&lt;br /&gt;
|Mighty Punch II&lt;br /&gt;
|Gain +1 FORT. Gain the Tough III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|-&lt;br /&gt;
|HEAVY WEIGHT CHAMPION&lt;br /&gt;
|Pugilist, Pummeling, Capstone&lt;br /&gt;
|Take a Punch III&lt;br /&gt;
|You have the glorious title of heavyweight champion. People challenge you to nonlethal fights and feats of strength just&lt;br /&gt;
to witness your incredible brawn. You count as one additional size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage rolls increase by one die size (e.g., from 1d8 to 1d10) to a max of 1d12.&lt;br /&gt;
Level 30: The final cap for your STR increases from 12 to 14.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''WRESTLING TRACK''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|DODGE A PUNCH&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 REF. Gain the Evasive talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|-&lt;br /&gt;
|WRESTLER’S MANEUVERS&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Dodge a Punch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|REVERSE GRAPPLE&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Wrestler’s Maneuvers&lt;br /&gt;
|When you are Grappled, you can spend 2 AP on your turn to attempt to reverse it. Make a STR or DEX attack against the creature’s REF or FORT (their choice). If you hit, then you are no longer grappled and you are grappling that creature.&lt;br /&gt;
|-&lt;br /&gt;
|SIZE UP&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of ten times since you rolled Initiative, you can use Size Up. Size Up. For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|-&lt;br /&gt;
|SIZE UP II&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Size Up&lt;br /&gt;
|Your Size Up ability now only requires six attacks to trigger. You also learn the creature’s Resist, Vulnerable, and Immune traits.&lt;br /&gt;
|-&lt;br /&gt;
|BRAWL&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 FORT and your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|BRAWL II&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Brawl&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 AR and gain TA on all of your attacks.&lt;br /&gt;
|-&lt;br /&gt;
|DODGE A PUNCH II&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Wrestling 5&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Gain the Evasive II talent from the&lt;br /&gt;
|-&lt;br /&gt;
|WRESTLER’S MANEUVERS II&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Dodge a Punch II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|HEADLOCK CHOKE&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Wrestler’s Maneuvers II&lt;br /&gt;
|Learn Headlock if you did not know it. When a creature breaks free from being Restrained by Headlock, it does not break them free from your Grapple; they must first break free from Restrained, then from Grappled, using separate checks and spending AP for each check.&lt;br /&gt;
|-&lt;br /&gt;
|PURE PHYSIQUE&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|Gain +1 REF and +1 FORT. &lt;br /&gt;
|-&lt;br /&gt;
|PURE PHYSIQUE II&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Pure Physique&lt;br /&gt;
|Gain +1 REF and +1 FORT.&lt;br /&gt;
|-&lt;br /&gt;
|IMPROVISED WEAPONS&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|You can use any object that would not have the Unwieldy tag as a Club. You can use any object that you can lift that has the Unwieldy tag as a Maul that costs 4 AP to use.&lt;br /&gt;
|-&lt;br /&gt;
|PURE TECHNIQUE&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Improvised Weapons&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|WRESTLER’S MANEUVERS III&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Wrestling 10&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|HEADLOCK CHOKE II&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Wrestler’s Maneuvers III&lt;br /&gt;
|Gain Submission Hold.&lt;br /&gt;
'''Submission Hold''' Target a creature that is Bloodied or has 50 HP or less (whichever value is lower) that you have Restrained using Headlock. You may spend 4 AP to make an END attack against their FORT. If you hit, they become Dazed until the end of your next turn. If they were already Dazed, they become Stunned. If they were already Stunned, they fall Unconscious. If you knock someone Unconscious in this way, you gain 1 Fatigue.&lt;br /&gt;
|-&lt;br /&gt;
|DODGE A PUNCH III&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Headlock Choke II&lt;br /&gt;
|Gain +1 REF. Gain the Evasive III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|-&lt;br /&gt;
|HEADLOCK CHOKE III&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Dodge a Punch III&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Stun an enemy using Submission Hold, they&lt;br /&gt;
gain 1 Fatigue.&lt;br /&gt;
|-&lt;br /&gt;
|WRESTLER’S MANEUVERS IV&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Headlock Choke III&lt;br /&gt;
|Learn two Pugilist’s Maneuvers of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|SIGNATURE MOVE&lt;br /&gt;
|Pugilist, Wrestling&lt;br /&gt;
|Wrestler’s Maneuvers IV&lt;br /&gt;
|You are a ring fighter of incredible fame, and people will pay high bets on you, gang up against you in cage matches, and revel in your glory. Choose a Pugilist’s Maneuver that you already know, which becomes your Signature Move. Your Signature Move always has TA and does not expend a use of your Pugilist’s Maneuvers.&lt;br /&gt;
'''Knockout''' When you attack a creature that is Stunned or Prone with your Signature Move, and that creature is Bloodied or has 50 HP or fewer (whichever value is lower), then you roll an additional damage die and your Signature Move crits on a roll of 16-20. (1/Rest)&lt;br /&gt;
Level 30: You gain a second signature move, and Knockout becomes 1/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
===Pugilist Maneuvers===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Abitlity&lt;br /&gt;
|-&lt;br /&gt;
|Dodger &lt;br /&gt;
|Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn, but you keep any leftover AP.&lt;br /&gt;
|-&lt;br /&gt;
|Forced Release &lt;br /&gt;
|You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural weapon attack, you may attempt to disarm it as part of the same attack.&lt;br /&gt;
|-&lt;br /&gt;
|Go For the Knees &lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|Gut Punch &lt;br /&gt;
|Make a 4 AP unarmed attack against a creature’s FORT. If you hit, deal damage and they are Stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Headlock &lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their choice). If you hit, they take damage as normal and become Restrained while you still have them Grappled. Breaking free from Restrained in this way also ends the Grapple.&lt;br /&gt;
|-&lt;br /&gt;
|Jab &lt;br /&gt;
|You can use the Exploit advanced manuver. Making Reactive Attacks with unarmed or natural weapons costs 1 fewer AP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|Mind Games &lt;br /&gt;
|Spend 2 AP to Engage a creature within 5 ft of you. The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to gain this benefit unless it is Brass Knuckles or a Cestus.&lt;br /&gt;
|-&lt;br /&gt;
|Psych Out &lt;br /&gt;
|Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are Taunted.&lt;br /&gt;
|-&lt;br /&gt;
|Roll &lt;br /&gt;
|When you are knocked prone, you may spend 1 Reactive AP to immediately stand and move 10 ft without provoking reactive attacks.&lt;br /&gt;
|-&lt;br /&gt;
|Shove &lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the target 5 ft in a direction of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|Supplex &lt;br /&gt;
|Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall prone; and your target falls prone. Roll unarmed or natural weapon damage. You take that damage and your target takes double that damage and is Dazed until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Trade Blows &lt;br /&gt;
|When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0 AP unarmed or natural weapon attack against that creature with TA.&lt;br /&gt;
|-&lt;br /&gt;
|Uppercut &lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and they move 5 ft directly away from you, then fall prone.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1151</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=1151"/>
		<updated>2023-11-21T22:30:53Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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 both serves 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;
=== Cleric Class Stacks ===&lt;br /&gt;
'''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;
'''Piety:''' You can 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;
'''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;
'''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 Talents ==&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 stacks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&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 abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity. That deity will have a list of three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: 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, Divine''&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&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;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins 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 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (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 Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&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 LoS but does block LoE. 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 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 type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence 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;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises 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 ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (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;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine 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 II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&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). Abjure Unholy becomes ½ CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles.When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, 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.When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times. When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&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;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain Lay on Hands.&lt;br /&gt;
'''Lay on Hands''' You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.(CHA/Rest)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&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''' Select a field of crops that is a &lt;br /&gt;
500 ft square or smaller. 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. (1/Month)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|While Recouping, you can use Lay on Hands one time without expending a use of it. (1/Rest)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag.Gain the Piety ability.&lt;br /&gt;
'''Piety''' You may touch a creature suffering from a common poison and instantaneously cure it. (1/Week)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a 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 can cure common diseases as well.&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 the Horticultural Blessing ability.&lt;br /&gt;
'''Horticultural Blessing''' When you spend at least 1 week &lt;br /&gt;
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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours. (1/Week)&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
Incompatible: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag.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;
|When you use Piety, you can instantaneously cure common or uncommon poisons or 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 Skills with the Influence or Knowledge tag. 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 miraculous healing on the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles.Gain the Miracle Worker ability.&lt;br /&gt;
'''Miracle Worker''' Yoou may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 24 hours. (1/Rest) 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than 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;
Incompatible: Piety III&lt;br /&gt;
|Lay on Hands can be used with Reactive AP. If the target is bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Lay on Hands only costs 1 AP. If the target is bloodied, the target regains 2 additional HP from Lay on Hands (10 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP  it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
'''Relentless Healer''' If you roll [[Initiative]] and have no Lay  on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&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. You gain two abilities: Ambient Divinity and Divine  Salvation.&lt;br /&gt;
'''Ambient Divinity''' When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP  you just spent on that spell. (CHA/Rest)&lt;br /&gt;
'''Divine Salvation''' 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. (1/Rest)&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;
=== Theologian Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Ardent&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1⁄2 the time it would normally take. (If required to roll INT, and you roll low, then you still might not find what you need, but whatever you do find takes 1⁄2 the time).&lt;br /&gt;
|-&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Ardent&lt;br /&gt;
|Choose an icon for which you have access. Gain additional magic (one spell, cantrip, chant, or ritual) based on that choice, which counts as divine for you even though the new magic will not be originally from the Divine Source.&lt;br /&gt;
|-&lt;br /&gt;
|Scriptorium&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
'''Scriptorium''' When in a well-equipped religious center with a library, you can reselect which divine spells you know. This takes 24 hours. (1/Month)&lt;br /&gt;
|-&lt;br /&gt;
|Iconographer&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Scriptorium&lt;br /&gt;
Incompatible: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
'''Iconographer''' When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that icon. Choose one willing creature to bond with the Icon. That creature gains one use of that icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this icon until you use this ability again.&lt;br /&gt;
|-&lt;br /&gt;
|Iconographer II&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Iconographer&lt;br /&gt;
|When you create an Icon using your Iconographer ability, if you know a higher-power version of it (such as Provision II), you can inscribe that version onto the icon. The creature can still only use the icon one time until they can recharge it, 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;
|-&lt;br /&gt;
|Scrivener&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Scriptorium&lt;br /&gt;
Incompatible: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
'''Scrivener''' 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|-&lt;br /&gt;
|Scrivener II&lt;br /&gt;
|Cleric, Theologian&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;
|-&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|-&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|-&lt;br /&gt;
|Scriptorium III&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|-&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
'''Apprenticeship''' When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|-&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|Cleric, Theologian&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 be only entry-level without higher-power icon abilities, while the other can be an Icon one power level higher. Apprenticeship only works on one creature each time you Recoup, but you can pick which creature is your Apprentice each time.&lt;br /&gt;
|-&lt;br /&gt;
|Iconographer IV&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|Both Icons created by your Iconographer ability can be higher-power, and 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. When you use Apprenticeship, both creatures can benefit from the ability.&lt;br /&gt;
|-&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|When you cast a spell that you have scribed onto a scroll, if you are holding the scroll in your hand, then you can ignore all other Gesture, Verbal, and Visual requirements. (1/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|-&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|-&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or icon. (1/Week)&lt;br /&gt;
|-&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|-&lt;br /&gt;
|Apocrypha III, &lt;br /&gt;
|Cleric, Theologian, Repeatable&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|-&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|Cleric, Theologian&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 II suffix. 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;
|-&lt;br /&gt;
|Iconic Covenant&lt;br /&gt;
|Cleric, Theologian, Capstone&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 Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. 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;
|-&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|Cleric, Theologian&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Lectionary&lt;br /&gt;
|Cleric, Theologian, Capstone&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. Your Scrivener scrolls last for 48 hours before losing magic. When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
Holy Lectionary. Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again. (1/Week)&lt;br /&gt;
Level 30: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental&lt;br /&gt;
defenses by +2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Apocrypha List =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!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 (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;
|Calming 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;
=== Support Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Holy Support&lt;br /&gt;
|Cleric, Support, Special AP&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. 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;
|-&lt;br /&gt;
|Holy Support II&lt;br /&gt;
|Cleric, Support, Special AP&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Support III&lt;br /&gt;
|Cleric, Support, Special AP&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Icons&lt;br /&gt;
|Divine Icon, Repeatable&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|Gain two additional Divine Icon talents, choosing from Icons that you already have access to.&lt;br /&gt;
|-&lt;br /&gt;
|Polytheism&lt;br /&gt;
|Cleric, Divine Icon, Repeatable&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|-&lt;br /&gt;
|Siphon Divinity&lt;br /&gt;
|Vessel, Divine Icon, Repeatable&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Ambition =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Ambition: Silver Tongue&lt;br /&gt;
|Divine Icon - Ambition&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
'''Silver Tongue''' When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA. (1/ Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Ambition: Silver Tongue II&lt;br /&gt;
|Divine Icon - Ambition&lt;br /&gt;
|Prerequisites: Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|-&lt;br /&gt;
|Ambition: Vendetta&lt;br /&gt;
|Divine Icon - Ambition&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
'''Vendetta''' By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. (2/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Ambition: Vendetta II&lt;br /&gt;
|Divine Icon - Ambition&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Austerity =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Austerity: Fasting&lt;br /&gt;
|Divine Icon - Austerity&lt;br /&gt;
|&lt;br /&gt;
|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. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Austerity: Provision&lt;br /&gt;
|Divine Icon - Austerity&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
'''Provision''' When making a LUCK check, add your CHA to the roll. (1/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Austerity: Provision II&lt;br /&gt;
|Divine Icon - Austerity&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Austerity: Provision III&lt;br /&gt;
|Divine Icon - Austerity&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Bravery =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Bravery: Courage&lt;br /&gt;
|Divine Icon - Bravery&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability. &lt;br /&gt;
'''Courage''' By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Bravery: Courage II&lt;br /&gt;
|Divine Icon - Bravery&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Bravery: Courage III&lt;br /&gt;
|Divine Icon - Bravery&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|-&lt;br /&gt;
|Bravery: Courage IV&lt;br /&gt;
|Divine Icon - Bravery&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Cultivation =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Cultivation: Legacy&lt;br /&gt;
|Divine Icon - Cultivation&lt;br /&gt;
|&lt;br /&gt;
|When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill. (1/Week)&lt;br /&gt;
|-&lt;br /&gt;
|Cultivation: Nurturance&lt;br /&gt;
|Divine Icon - Cultivation&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
'''Nurturance''' By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Cultivation: Nurturance II&lt;br /&gt;
|Divine Icon - Cultivation&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|Cultivation: Nurturance III&lt;br /&gt;
|Divine Icon - Cultivation&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Darkness =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Darkness: Blinding Dark&lt;br /&gt;
|Divine Icon - Darkness&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
'''Blinding Dark''' By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Darkness: Blinding Dark II&lt;br /&gt;
|Divine Icon - Darkness&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Darkness: Blinding Dark III&lt;br /&gt;
|Divine Icon - Darkness&lt;br /&gt;
|Prerequisites: Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Darkness: Blinding Dark IV&lt;br /&gt;
|Divine Icon - Darkness&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Death =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Death: Last Rites&lt;br /&gt;
|Divine Icon - Death&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
'''Last Rites''' When a creature dies, you may briefly commune with its soul to give it a funeral appropriate to its customs. Doing so grants you Shield HP equal to your CHA.&lt;br /&gt;
|-&lt;br /&gt;
|Death: Last Rites II&lt;br /&gt;
|Divine Icon - Death&lt;br /&gt;
|Prerequisites: Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|-&lt;br /&gt;
|Death: GraveMaster&lt;br /&gt;
|Divine Icon - Death&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
'''Gravemaster''' When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|-&lt;br /&gt;
|Death: GraveMaster II&lt;br /&gt;
|Divine Icon - Death&lt;br /&gt;
|Prerequisites: Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Decay =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Decay: Withering&lt;br /&gt;
|Divine Icon - Decay&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
'''Withering''' By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Decay: Withering II&lt;br /&gt;
|Divine Icon - Decay&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Decay: Trembling&lt;br /&gt;
|Divine Icon - Decay&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
'''Trembling''' By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Decay: Trembling II&lt;br /&gt;
|Divine Icon - Decay&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Fate =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Fate:Minor Weal&lt;br /&gt;
|Divine Icon - Fate&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|-&lt;br /&gt;
|Fate: Destonys Touch&lt;br /&gt;
|Divine Icon - Fate&lt;br /&gt;
|&lt;br /&gt;
|You may reroll one of your d20s, using the second result, as though you spent a Luck Point. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Fate: Prophetic Glimpse&lt;br /&gt;
|Divine Icon - Fate&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;
|-&lt;br /&gt;
|Fate: Prophetic Glimpse II&lt;br /&gt;
|Divine Icon - Fate&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Freedom =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Freedom: Uncontainable&lt;br /&gt;
|Divine Icon - Freedom&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
'''Uncontainable''' 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 costs 0 Reactive AP. (CHA/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Freedom: Uncontainable&lt;br /&gt;
|Divine Icon - Freedom&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Freedom: Unstoppable&lt;br /&gt;
|Divine Icon - Freedom&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
'''Unstoppable''' You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. (CHA/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Freedom: Unstoppable II&lt;br /&gt;
|Divine Icon - Freedom&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Hedonism =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Hedonism: Gluttony&lt;br /&gt;
|Divine Icon - Hedonism&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability. &lt;br /&gt;
'''Gluttony''' Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. (CHA/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Hedonism: Gluttony II&lt;br /&gt;
|Divine Icon - Hedonism&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|-&lt;br /&gt;
|Hedonism: Bloodlust&lt;br /&gt;
|Divine Icon - Hedonism&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
'''Bloodlust''' Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Hedonism: Bloodlust II&lt;br /&gt;
|Divine Icon - Hedonism&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Honnor =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Honor: Vow of Enmity &lt;br /&gt;
|Divine Icon - Honor&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
'''Vow of Enmity''' 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. (2/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Honor: Binding Oath&lt;br /&gt;
|Divine Icon - Honor&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
'''Binding Oath''' Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. (2/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Honor: Binding Oath II&lt;br /&gt;
|Divine Icon - Honor&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|-&lt;br /&gt;
|Honor: Binding Oath III&lt;br /&gt;
|Divine Icon - Honor&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Knowledge =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge: Debate&lt;br /&gt;
|Divine Icon - Knowledge&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
'''Debate''' 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. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge: Debate II&lt;br /&gt;
|Divine Icon - Knowledge&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge:Divine Recollection&lt;br /&gt;
|Divine Icon - Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
'''Divine Recollection''' When you or an allied creature within 10 ft of you makes a skill check with the Knowledge&lt;br /&gt;
tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge:Divine Recollection II&lt;br /&gt;
|Divine Icon - Knowledge&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Light =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Light: Cleareye&lt;br /&gt;
|Divine Icon - Light&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
'''Cleareye''' When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Light: Reveal&lt;br /&gt;
|Divine Icon - Light&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
'''Reveal''' By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Light: Reveal II&lt;br /&gt;
|Divine Icon - Light&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Light: Illumine&lt;br /&gt;
|Divine Icon - Light&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
'''Illumine''' By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Love =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Love: Sacrificial&lt;br /&gt;
|Divine Icon - Love&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&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;
|-&lt;br /&gt;
|Love: Enrapture&lt;br /&gt;
|Divine Icon - Love&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
'''Enrapture''' By spending 3 AP, a creature becomes Charmed by 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. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Love: Enrapture II&lt;br /&gt;
|Divine Icon - Love&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Love: Enrapture III&lt;br /&gt;
|Divine Icon - Love&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Nature =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Nature: Blossom&lt;br /&gt;
|Divine Icon - Nature&lt;br /&gt;
|&lt;br /&gt;
|You can cast the Bloom primal chant.&lt;br /&gt;
|-&lt;br /&gt;
|Nature: Blossom II&lt;br /&gt;
|Divine Icon - Nature&lt;br /&gt;
|Blossom&lt;br /&gt;
|You can cast the Nature’s Bounty primal spell without spending SP. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Nature: Survivor&lt;br /&gt;
|Divine Icon - Nature&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
'''Survivor''' When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Nature: Survivor II&lt;br /&gt;
|Divine Icon - Nature&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Order =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Order: Even the Scales&lt;br /&gt;
|Divine Icon - Order&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
'''Even the Scales''' By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. (1/ Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Order: Even the Scales II&lt;br /&gt;
|Divine Icon - Order&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|-&lt;br /&gt;
|Order: Rebalance&lt;br /&gt;
|Divine Icon - Order&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
'''Rebalance''' Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). (2/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Order: Rebalance&lt;br /&gt;
|Divine Icon - Order&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 (your own HP is unaffected and not used in the calculation).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Redemption =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Redemption: Repentance&lt;br /&gt;
|Divine Icon - Redemption&lt;br /&gt;
|&lt;br /&gt;
|You gain the Repentance ability. Repentance. 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. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Redemption: Redeeming Fervor&lt;br /&gt;
|Divine Icon - Redemption&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
'''Redeeming Fervor''' Spend 1 AP and touch yourself or an allied 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. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Redemption: Redeeming Fervor II&lt;br /&gt;
|Divine Icon - Redemption&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|-&lt;br /&gt;
|Redemption: Redeeming Fervor III&lt;br /&gt;
|Divine Icon - Redemption&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon Revenge =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Revenge: Aggressive Taunt&lt;br /&gt;
|Divine Icon - Revenge&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
'''Aggressive Taunt''' By spending 1 AP, 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. (2/ Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Revenge: Vengeful&lt;br /&gt;
|Divine Icon - Revenge&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
'''Vengeful''' 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. (2/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Revenge: Vengeful II&lt;br /&gt;
|Divine Icon - Revenge&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|-&lt;br /&gt;
|Revenge: Vengeful III&lt;br /&gt;
|Divine Icon - Revenge&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Devine Icon: Salvation =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Salvation: Rescue&lt;br /&gt;
|Divine Icon - Salvation&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
'''Rescue''' 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. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Salvation: Rescue II&lt;br /&gt;
|Divine Icon - Salvation&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Salvation: Rescue III&lt;br /&gt;
|Divine Icon - Salvation&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|-&lt;br /&gt;
|Salvation: Rescue IV&lt;br /&gt;
|Divine Icon - Salvation&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Serenity =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReg&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Serenity: Levelheaded&lt;br /&gt;
|Divine Icon - Serenity&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
'''Levelheaded''' By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Serenity: Levelheaded II&lt;br /&gt;
|Divine Icon - Serenity&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Serenity: Keep your Wit&lt;br /&gt;
|Divine Icon - Serenity&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
'''Keep Your Wit''' By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Serenity: Keep your Wit II&lt;br /&gt;
|Divine Icon - Serenity&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Wisdom =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom: Aphobia&lt;br /&gt;
|Divine Icon - Wisdom&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
'''Aphobia''' By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom: Astute &lt;br /&gt;
|Divine Icon - Wisdom&lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
'''Astute''' When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom: Astute II&lt;br /&gt;
|Divine Icon - Wisdom&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom: Astute III&lt;br /&gt;
|Divine Icon - Wisdom&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Divine Icon: Wrath =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Wrath: Rage&lt;br /&gt;
|Divine Icon - Wrath&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
'''Rage''' Deal +2 damage on all attacks for the next 1 minute. (2/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Wrath: Rage II&lt;br /&gt;
|Divine Icon - Wrath&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|-&lt;br /&gt;
|Wrath: War Cry&lt;br /&gt;
|Divine Icon - Wrath&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
'''War Cry''' You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you&lt;br /&gt;
for 1 minute. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Wrath: War Cry&lt;br /&gt;
|Divine Icon - Wrath&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=1149</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=1149"/>
		<updated>2023-11-21T22:26:08Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision.&lt;br /&gt;
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually [[divine]] the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?&lt;br /&gt;
&lt;br /&gt;
===Oracle Tracks===&lt;br /&gt;
&lt;br /&gt;
'''Druid''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or [[occult]] powers as a way to balance the [[primal]] magic that surges within.&lt;br /&gt;
&lt;br /&gt;
'''Elementalist''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful [[elemental]] shields.&lt;br /&gt;
&lt;br /&gt;
'''Fate''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.&lt;br /&gt;
&lt;br /&gt;
'''Guide''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various [[skills]] and techniques, helping them all to improve.&lt;br /&gt;
&lt;br /&gt;
After gaining the Oracle Entry talent, you can take talents&lt;br /&gt;
from any of the oracle stacks. After gaining the Oracle Entry&lt;br /&gt;
talent, you can also gain Primal Aspect talents&lt;br /&gt;
&lt;br /&gt;
== Oracle Talents ==&lt;br /&gt;
&lt;br /&gt;
===Oracle Entry===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Class Entry, Oracle&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
|-&lt;br /&gt;
|Woe &lt;br /&gt;
|&lt;br /&gt;
|Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails.&lt;br /&gt;
|-&lt;br /&gt;
|Hermit &lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Arcana, Astrology, OR Astronomy; AND +2 in a skill of your choice with the Observation or Survival tag.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Magic &lt;br /&gt;
|&lt;br /&gt;
|Choose one: Warden of the Primal, or Adept of the [[Psionic]]. Learn that talent unless you already knew one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic.&lt;br /&gt;
If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power.&lt;br /&gt;
If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Druid Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Oracle Entry, Warden of the Primal&lt;br /&gt;
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. You gain the Star’s Guidance ability.&lt;br /&gt;
'''Star’s Guidance''' Use Astronomy or Astrology in place of a skill with the Survival tag. (1/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Old gods&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
Incompatible: Wyrd Wood&lt;br /&gt;
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. In [[combat]], when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Old gods II&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Old Gods&lt;br /&gt;
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
Incompatible: Old Gods&lt;br /&gt;
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.&lt;br /&gt;
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your primal spells to gain Dark Power. Choose what effects they have from your Primeval Darkness menu (see p. 117). In combat, when you cast a chant or spell without the Dark Power tag, gain 1 Light Proclivity. When you cast a chant or spell with the Dark Power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose&lt;br /&gt;
2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also&lt;br /&gt;
Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood II&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.&lt;br /&gt;
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you&lt;br /&gt;
that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance II&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Druid 3&lt;br /&gt;
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Star's Redirection&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Third Eye&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you.&lt;br /&gt;
|-&lt;br /&gt;
|Beast Form&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|You can cast Polymorph on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion). (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Old Gods III&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Druid 5, Old Gods II&lt;br /&gt;
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood III&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Druid 5, Wyrd Wood II&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities.&lt;br /&gt;
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Druid 6&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or [[disease]].&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid, Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means.&lt;br /&gt;
|-&lt;br /&gt;
|Beast Form II&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid, Beast Form&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid II&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
| Druid 8&lt;br /&gt;
|You gain the Immortal ability.&lt;br /&gt;
'''Immortal''' Your natural lifespan doubles.&lt;br /&gt;
|-&lt;br /&gt;
|Old Gods IV&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Mystic Druid II, Old Gods III&lt;br /&gt;
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood IV&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Mystic Druid II, Wyrd Wood III&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid II&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Druid 10&lt;br /&gt;
|You are immune to poison and disease.&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance IV&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid III, Star’s Guidance III&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.&lt;br /&gt;
|-&lt;br /&gt;
|Beast Form III&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid III, Beast Form II&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 3 or lower.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid III&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Druid 12&lt;br /&gt;
|Your Immortal ability becomes: Your natural lifespan increases tenfold.&lt;br /&gt;
|-&lt;br /&gt;
|Old Gods V&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Mystic Druid IV, Old Gods IV&lt;br /&gt;
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood V&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Mystic Druid IV, Wyrd Wood IV&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Archdruid&lt;br /&gt;
|Oracle, Druid, Capstone&lt;br /&gt;
|Druid 14&lt;br /&gt;
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you&lt;br /&gt;
meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.&lt;br /&gt;
&lt;br /&gt;
'''Contemplate''' You can reselect any primal, psionic, divine, and/or occult spells that you know. 1/Week&lt;br /&gt;
&lt;br /&gt;
'''After the Ashes''' If your primal spells have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.&lt;br /&gt;
&lt;br /&gt;
'''Primeval Foresight''' You can reassign some or all of your Oracle talents. 1/Month&lt;br /&gt;
&lt;br /&gt;
Level 30: Your lifespan (including your bonus from Immortal) increases tenfold.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primeval Darkness Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type of Magic&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Abrasive Chant &lt;br /&gt;
|Chant that deals [[damage]]&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Pashak Nurturance&lt;br /&gt;
|Chant that does not deal damage &lt;br /&gt;
|If you do not suffer Dark Power, you become Protected until the end of your next turn. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Chant &lt;br /&gt;
|Chant that imposes negative condition&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|Dark Faerie’s Gambit&lt;br /&gt;
|Chant that targets an ally &lt;br /&gt;
|Extend the duration by 1 round if successful. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Abrasive Spell &lt;br /&gt;
|Spell that deals damage to one creature&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of the Ashyidir&lt;br /&gt;
|Spell that deals AOE damage &lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You cast the spell and it is centered on you.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Spell &lt;br /&gt;
|Spell that imposes a negative condition&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Reconstruction&lt;br /&gt;
|Spell that heals If successful&lt;br /&gt;
|The spell adds additional healing equal to 1⁄2 your LUCK. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower,&lt;br /&gt;
the spell deals necrotic damage equal to the amount it would have healed.&lt;br /&gt;
|-&lt;br /&gt;
|Shibmar Attunement&lt;br /&gt;
|Spell that targets self or an ally and doesn’t heal&lt;br /&gt;
|If successful, the target gains +5 ft speed and TA for the duration. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.&lt;br /&gt;
|-&lt;br /&gt;
|Chaotic Commune &lt;br /&gt;
|Spell that summons &lt;br /&gt;
|The creature you can summon with this spell can be 1 ML higher than normal. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Elementalist Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain Elemental Affinity.&lt;br /&gt;
'''Elemental Affinity''' When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Season's Givings&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = Radiant, Summer = Fire, Autumn = Necrotic, and Winter = Cold.&lt;br /&gt;
|-&lt;br /&gt;
|Repurpose Damage&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain one of the abilities with the Repurpose Damage I tag. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any abilities with a Repurpose Damage tag that you know 2/ Rest collectively.&lt;br /&gt;
|-&lt;br /&gt;
|Siphon Damage&lt;br /&gt;
|Oracle, Elementalist, Repeatable&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain another Repurpose Damage ability.&lt;br /&gt;
|-&lt;br /&gt;
|Ice [[Armor]]&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take cold damage, gain DR 4/Fire for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Corrosive Strikes&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Heat Aura&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take fire damage, gain DR 4/Cold for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flaming Shield&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you would gain the Burning condition, you may instead cast the Fire Shield spell as if it were primal or&lt;br /&gt;
psionic without spending SP.&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Fast&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take lightning damage, gain +4 AP on your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Sickening Strikes&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity I, Elementalist 4&lt;br /&gt;
|You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes 1/2 LUCK/Rest&lt;br /&gt;
|-&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity II, Repurpose Damage I &lt;br /&gt;
|Gain another Repurpose Damage ability from the old list or from talents with the Repurpose Damage II tag. You can learn abilities from the new list with Siphon Damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Permeation&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter).&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Force Armor&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity III&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.&lt;br /&gt;
'''Elemental Strikes''' +1d6 damage of the Affinity type for the duration. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity III, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage becomes 1⁄2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage.&lt;br /&gt;
|-&lt;br /&gt;
|Protective Elementalist II&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Repurpose Damage becomes LUCK/Rest and can be used on allies within 30 ft of you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity III, Elementalist 9&lt;br /&gt;
|Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well.&lt;br /&gt;
|-&lt;br /&gt;
|Absorb Explosion&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|When you take elemental AOE damage, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and 1⁄2 damage on a miss. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity IV, Repurpose Damage II&lt;br /&gt;
|Gain an additional Repurpose Damage power, choosing from the old lists or from talents with the Repurpose Damage III tag. Siphon Damage can let you gain abilities from the new list.&lt;br /&gt;
|-&lt;br /&gt;
|Bodily Necrosis&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn.&lt;br /&gt;
|- &lt;br /&gt;
|Psychic Resonance&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Irradiated Aura&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp.&lt;br /&gt;
|-&lt;br /&gt;
|Sonorous Strikes&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity IV, Elementalist 13&lt;br /&gt;
|Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Mastery&lt;br /&gt;
|Oracle, Elementalist, Capstone&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|You are a master of all elements, and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. Regain one use of Elemental Affinity each time you&lt;br /&gt;
Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose&lt;br /&gt;
Damage usages. Finally, you gain the Superior Affinity ability.&lt;br /&gt;
'''Superior Affinity''' Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead. (1/&lt;br /&gt;
Rest)&lt;br /&gt;
Level 30: Superior Affinity becomes 1/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fate Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Thread Of Fate&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Boon of Fate ability.&lt;br /&gt;
'''Boon of Fate''' You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|-&lt;br /&gt;
|Weal&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate&lt;br /&gt;
|Gain the Weal ability.&lt;br /&gt;
'''Weal''' When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|-&lt;br /&gt;
|Weal II - Skills&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on skills increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal II - Spells&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on spells increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal II - Chants&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on chants increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal III - Weapons&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on [[weapons]] increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal IV - Fortune's Favor&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal III&lt;br /&gt;
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.&lt;br /&gt;
|-&lt;br /&gt;
|Weal IV - Invocations&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal III&lt;br /&gt;
|Your crit range on invocations increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal IV&lt;br /&gt;
|Gain the Bane of Fate ability.&lt;br /&gt;
'''Bane of Fate''' You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. (2/ Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|You crit fail on a roll of 1 or 2.&lt;br /&gt;
|-&lt;br /&gt;
|Thread Of Fate&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Boon of Fate and Bane of Fate extend to 90 ft range.&lt;br /&gt;
|-&lt;br /&gt;
|Thread Of Fate III&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate III&lt;br /&gt;
|Bane of Fate becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate IV&lt;br /&gt;
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on&lt;br /&gt;
that choice by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Ambient Luck ability.&lt;br /&gt;
'''Ambient Luck''' When an ally crits within 30 ft of you, regain 1 SP. (LUCK/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Manipulate Chance &lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Gain the Manipulate Chance ability.&lt;br /&gt;
'''Manipulate Chance''' You may spend 4 SP to regain an expended Luck point.&lt;br /&gt;
|-&lt;br /&gt;
|Turn Of Fortune&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Manipulate Chance&lt;br /&gt;
|Gain the Turn of Fortune ability.&lt;br /&gt;
'''Turn of Fortune''' When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.&lt;br /&gt;
|-&lt;br /&gt;
|Fated&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Fated ability.&lt;br /&gt;
'''Fated''' Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.&lt;br /&gt;
|-&lt;br /&gt;
|Fated II&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Fated&lt;br /&gt;
|Your Fated bonus becomes +2.&lt;br /&gt;
|-&lt;br /&gt;
|Fated III&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Fated II&lt;br /&gt;
|Your Fated bonus becomes +3.&lt;br /&gt;
|-&lt;br /&gt;
|Portent&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Portent ability.&lt;br /&gt;
'''Portent''' Regain 1 luck point when you recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Portent II&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Portent&lt;br /&gt;
|Portent becomes: Regain 2 luck points when you recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Portent III&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Portent II&lt;br /&gt;
|Portent becomes: Regain 3 luck points when you recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Turn of Fortune, Fated III, or Portent III&lt;br /&gt;
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Weal&lt;br /&gt;
|Oracle, Fate, Capstone&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.&lt;br /&gt;
Level 30: The final cap for your LUCK increases from 12 to 14.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guide Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain 2 Skill Points in any skill. Gain the Mentor ability. &lt;br /&gt;
'''Mentor''' You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. (AWR/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|-&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Mystic Support gives you 2 Support AP.&lt;br /&gt;
|-&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain the Wakeful Serenity ability.&lt;br /&gt;
'''Wakeful Serenity''' The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.&lt;br /&gt;
|-&lt;br /&gt;
|Wakeful Serenity II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping.&lt;br /&gt;
|-&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Oracle’s Support II&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose [[how to]] assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration.&lt;br /&gt;
|-&lt;br /&gt;
|Guide&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Guide II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Guide III&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Guide IV&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide III&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills.&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the&lt;br /&gt;
creature that you touch bonus Skill Points in all of those skills.&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points.&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice IV&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability.&lt;br /&gt;
'''Expert Guidance''' When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide IV or Apprentice IV&lt;br /&gt;
|Mystic Support gives you 3 Support AP.&lt;br /&gt;
|-&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to two of your [[Specialization Talents|specialization talents]] to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.&lt;br /&gt;
|-&lt;br /&gt;
|Superior Mentor&lt;br /&gt;
|Oracle, Guide, Capstone&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.&lt;br /&gt;
Level 30: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=1148</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=1148"/>
		<updated>2023-11-21T22:25:12Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision.&lt;br /&gt;
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually [[divine]] the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?&lt;br /&gt;
&lt;br /&gt;
===Oracle Tracks===&lt;br /&gt;
&lt;br /&gt;
'''Druid''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or [[occult]] powers as a way to balance the [[primal]] magic that surges within.&lt;br /&gt;
&lt;br /&gt;
'''Elementalist''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful [[elemental]] shields.&lt;br /&gt;
&lt;br /&gt;
'''Fate''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.&lt;br /&gt;
&lt;br /&gt;
'''Guide''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various [[skills]] and techniques, helping them all to improve.&lt;br /&gt;
&lt;br /&gt;
After gaining the Oracle Entry talent, you can take talents&lt;br /&gt;
from any of the oracle stacks. After gaining the Oracle Entry&lt;br /&gt;
talent, you can also gain Primal Aspect talents&lt;br /&gt;
&lt;br /&gt;
===Oracle Entry===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Class Entry, Oracle&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
|-&lt;br /&gt;
|Woe &lt;br /&gt;
|&lt;br /&gt;
|Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails.&lt;br /&gt;
|-&lt;br /&gt;
|Hermit &lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Arcana, Astrology, OR Astronomy; AND +2 in a skill of your choice with the Observation or Survival tag.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Magic &lt;br /&gt;
|&lt;br /&gt;
|Choose one: Warden of the Primal, or Adept of the [[Psionic]]. Learn that talent unless you already knew one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic.&lt;br /&gt;
If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power.&lt;br /&gt;
If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Druid Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Oracle Entry, Warden of the Primal&lt;br /&gt;
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. You gain the Star’s Guidance ability.&lt;br /&gt;
'''Star’s Guidance''' Use Astronomy or Astrology in place of a skill with the Survival tag. (1/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Old gods&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
Incompatible: Wyrd Wood&lt;br /&gt;
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. In [[combat]], when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Old gods II&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Old Gods&lt;br /&gt;
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
Incompatible: Old Gods&lt;br /&gt;
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.&lt;br /&gt;
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your primal spells to gain Dark Power. Choose what effects they have from your Primeval Darkness menu (see p. 117). In combat, when you cast a chant or spell without the Dark Power tag, gain 1 Light Proclivity. When you cast a chant or spell with the Dark Power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose&lt;br /&gt;
2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also&lt;br /&gt;
Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood II&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.&lt;br /&gt;
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you&lt;br /&gt;
that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance II&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Druid 3&lt;br /&gt;
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Star's Redirection&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Third Eye&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you.&lt;br /&gt;
|-&lt;br /&gt;
|Beast Form&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|You can cast Polymorph on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion). (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Old Gods III&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Druid 5, Old Gods II&lt;br /&gt;
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood III&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Druid 5, Wyrd Wood II&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities.&lt;br /&gt;
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Druid 6&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or [[disease]].&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid, Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means.&lt;br /&gt;
|-&lt;br /&gt;
|Beast Form II&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid, Beast Form&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid II&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
| Druid 8&lt;br /&gt;
|You gain the Immortal ability.&lt;br /&gt;
'''Immortal''' Your natural lifespan doubles.&lt;br /&gt;
|-&lt;br /&gt;
|Old Gods IV&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Mystic Druid II, Old Gods III&lt;br /&gt;
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood IV&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Mystic Druid II, Wyrd Wood III&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid II&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Druid 10&lt;br /&gt;
|You are immune to poison and disease.&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance IV&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid III, Star’s Guidance III&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.&lt;br /&gt;
|-&lt;br /&gt;
|Beast Form III&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid III, Beast Form II&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 3 or lower.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid III&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Druid 12&lt;br /&gt;
|Your Immortal ability becomes: Your natural lifespan increases tenfold.&lt;br /&gt;
|-&lt;br /&gt;
|Old Gods V&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Mystic Druid IV, Old Gods IV&lt;br /&gt;
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood V&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Mystic Druid IV, Wyrd Wood IV&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Archdruid&lt;br /&gt;
|Oracle, Druid, Capstone&lt;br /&gt;
|Druid 14&lt;br /&gt;
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you&lt;br /&gt;
meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.&lt;br /&gt;
&lt;br /&gt;
'''Contemplate''' You can reselect any primal, psionic, divine, and/or occult spells that you know. 1/Week&lt;br /&gt;
&lt;br /&gt;
'''After the Ashes''' If your primal spells have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.&lt;br /&gt;
&lt;br /&gt;
'''Primeval Foresight''' You can reassign some or all of your Oracle talents. 1/Month&lt;br /&gt;
&lt;br /&gt;
Level 30: Your lifespan (including your bonus from Immortal) increases tenfold.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primeval Darkness Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type of Magic&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Abrasive Chant &lt;br /&gt;
|Chant that deals [[damage]]&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Pashak Nurturance&lt;br /&gt;
|Chant that does not deal damage &lt;br /&gt;
|If you do not suffer Dark Power, you become Protected until the end of your next turn. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Chant &lt;br /&gt;
|Chant that imposes negative condition&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|Dark Faerie’s Gambit&lt;br /&gt;
|Chant that targets an ally &lt;br /&gt;
|Extend the duration by 1 round if successful. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Abrasive Spell &lt;br /&gt;
|Spell that deals damage to one creature&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of the Ashyidir&lt;br /&gt;
|Spell that deals AOE damage &lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You cast the spell and it is centered on you.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Spell &lt;br /&gt;
|Spell that imposes a negative condition&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Reconstruction&lt;br /&gt;
|Spell that heals If successful&lt;br /&gt;
|The spell adds additional healing equal to 1⁄2 your LUCK. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower,&lt;br /&gt;
the spell deals necrotic damage equal to the amount it would have healed.&lt;br /&gt;
|-&lt;br /&gt;
|Shibmar Attunement&lt;br /&gt;
|Spell that targets self or an ally and doesn’t heal&lt;br /&gt;
|If successful, the target gains +5 ft speed and TA for the duration. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.&lt;br /&gt;
|-&lt;br /&gt;
|Chaotic Commune &lt;br /&gt;
|Spell that summons &lt;br /&gt;
|The creature you can summon with this spell can be 1 ML higher than normal. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Elementalist Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain Elemental Affinity.&lt;br /&gt;
'''Elemental Affinity''' When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Season's Givings&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = Radiant, Summer = Fire, Autumn = Necrotic, and Winter = Cold.&lt;br /&gt;
|-&lt;br /&gt;
|Repurpose Damage&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain one of the abilities with the Repurpose Damage I tag. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any abilities with a Repurpose Damage tag that you know 2/ Rest collectively.&lt;br /&gt;
|-&lt;br /&gt;
|Siphon Damage&lt;br /&gt;
|Oracle, Elementalist, Repeatable&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain another Repurpose Damage ability.&lt;br /&gt;
|-&lt;br /&gt;
|Ice [[Armor]]&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take cold damage, gain DR 4/Fire for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Corrosive Strikes&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Heat Aura&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take fire damage, gain DR 4/Cold for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flaming Shield&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you would gain the Burning condition, you may instead cast the Fire Shield spell as if it were primal or&lt;br /&gt;
psionic without spending SP.&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Fast&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take lightning damage, gain +4 AP on your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Sickening Strikes&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity I, Elementalist 4&lt;br /&gt;
|You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes 1/2 LUCK/Rest&lt;br /&gt;
|-&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity II, Repurpose Damage I &lt;br /&gt;
|Gain another Repurpose Damage ability from the old list or from talents with the Repurpose Damage II tag. You can learn abilities from the new list with Siphon Damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Permeation&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter).&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Force Armor&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity III&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.&lt;br /&gt;
'''Elemental Strikes''' +1d6 damage of the Affinity type for the duration. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity III, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage becomes 1⁄2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage.&lt;br /&gt;
|-&lt;br /&gt;
|Protective Elementalist II&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Repurpose Damage becomes LUCK/Rest and can be used on allies within 30 ft of you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity III, Elementalist 9&lt;br /&gt;
|Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well.&lt;br /&gt;
|-&lt;br /&gt;
|Absorb Explosion&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|When you take elemental AOE damage, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and 1⁄2 damage on a miss. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity IV, Repurpose Damage II&lt;br /&gt;
|Gain an additional Repurpose Damage power, choosing from the old lists or from talents with the Repurpose Damage III tag. Siphon Damage can let you gain abilities from the new list.&lt;br /&gt;
|-&lt;br /&gt;
|Bodily Necrosis&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn.&lt;br /&gt;
|- &lt;br /&gt;
|Psychic Resonance&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Irradiated Aura&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp.&lt;br /&gt;
|-&lt;br /&gt;
|Sonorous Strikes&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity IV, Elementalist 13&lt;br /&gt;
|Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Mastery&lt;br /&gt;
|Oracle, Elementalist, Capstone&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|You are a master of all elements, and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. Regain one use of Elemental Affinity each time you&lt;br /&gt;
Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose&lt;br /&gt;
Damage usages. Finally, you gain the Superior Affinity ability.&lt;br /&gt;
'''Superior Affinity''' Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead. (1/&lt;br /&gt;
Rest)&lt;br /&gt;
Level 30: Superior Affinity becomes 1/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fate Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Thread Of Fate&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Boon of Fate ability.&lt;br /&gt;
'''Boon of Fate''' You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|-&lt;br /&gt;
|Weal&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate&lt;br /&gt;
|Gain the Weal ability.&lt;br /&gt;
'''Weal''' When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|-&lt;br /&gt;
|Weal II - Skills&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on skills increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal II - Spells&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on spells increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal II - Chants&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on chants increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal III - Weapons&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on [[weapons]] increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal IV - Fortune's Favor&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal III&lt;br /&gt;
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.&lt;br /&gt;
|-&lt;br /&gt;
|Weal IV - Invocations&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal III&lt;br /&gt;
|Your crit range on invocations increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal IV&lt;br /&gt;
|Gain the Bane of Fate ability.&lt;br /&gt;
'''Bane of Fate''' You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. (2/ Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|You crit fail on a roll of 1 or 2.&lt;br /&gt;
|-&lt;br /&gt;
|Thread Of Fate&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Boon of Fate and Bane of Fate extend to 90 ft range.&lt;br /&gt;
|-&lt;br /&gt;
|Thread Of Fate III&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate III&lt;br /&gt;
|Bane of Fate becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate IV&lt;br /&gt;
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on&lt;br /&gt;
that choice by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Ambient Luck ability.&lt;br /&gt;
'''Ambient Luck''' When an ally crits within 30 ft of you, regain 1 SP. (LUCK/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Manipulate Chance &lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Gain the Manipulate Chance ability.&lt;br /&gt;
'''Manipulate Chance''' You may spend 4 SP to regain an expended Luck point.&lt;br /&gt;
|-&lt;br /&gt;
|Turn Of Fortune&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Manipulate Chance&lt;br /&gt;
|Gain the Turn of Fortune ability.&lt;br /&gt;
'''Turn of Fortune''' When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.&lt;br /&gt;
|-&lt;br /&gt;
|Fated&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Fated ability.&lt;br /&gt;
'''Fated''' Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.&lt;br /&gt;
|-&lt;br /&gt;
|Fated II&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Fated&lt;br /&gt;
|Your Fated bonus becomes +2.&lt;br /&gt;
|-&lt;br /&gt;
|Fated III&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Fated II&lt;br /&gt;
|Your Fated bonus becomes +3.&lt;br /&gt;
|-&lt;br /&gt;
|Portent&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Portent ability.&lt;br /&gt;
'''Portent''' Regain 1 luck point when you recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Portent II&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Portent&lt;br /&gt;
|Portent becomes: Regain 2 luck points when you recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Portent III&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Portent II&lt;br /&gt;
|Portent becomes: Regain 3 luck points when you recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Turn of Fortune, Fated III, or Portent III&lt;br /&gt;
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Weal&lt;br /&gt;
|Oracle, Fate, Capstone&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.&lt;br /&gt;
Level 30: The final cap for your LUCK increases from 12 to 14.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guide Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain 2 Skill Points in any skill. Gain the Mentor ability. &lt;br /&gt;
'''Mentor''' You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. (AWR/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|-&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Mystic Support gives you 2 Support AP.&lt;br /&gt;
|-&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain the Wakeful Serenity ability.&lt;br /&gt;
'''Wakeful Serenity''' The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.&lt;br /&gt;
|-&lt;br /&gt;
|Wakeful Serenity II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping.&lt;br /&gt;
|-&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Oracle’s Support II&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose [[how to]] assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration.&lt;br /&gt;
|-&lt;br /&gt;
|Guide&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Guide II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Guide III&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Guide IV&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide III&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills.&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the&lt;br /&gt;
creature that you touch bonus Skill Points in all of those skills.&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points.&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice IV&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability.&lt;br /&gt;
'''Expert Guidance''' When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide IV or Apprentice IV&lt;br /&gt;
|Mystic Support gives you 3 Support AP.&lt;br /&gt;
|-&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to two of your specialization talents to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.&lt;br /&gt;
|-&lt;br /&gt;
|Superior Mentor&lt;br /&gt;
|Oracle, Guide, Capstone&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.&lt;br /&gt;
Level 30: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=1147</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=1147"/>
		<updated>2023-11-21T22:24:07Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision.&lt;br /&gt;
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually [[divine]] the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?&lt;br /&gt;
&lt;br /&gt;
==='''Oracle Tracks'''===&lt;br /&gt;
&lt;br /&gt;
'''Druid''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or [[occult]] powers as a way to balance the [[primal]] magic that surges within.&lt;br /&gt;
&lt;br /&gt;
'''Elementalist''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful [[elemental]] shields.&lt;br /&gt;
&lt;br /&gt;
'''Fate''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.&lt;br /&gt;
&lt;br /&gt;
'''Guide''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various [[skills]] and techniques, helping them all to improve.&lt;br /&gt;
&lt;br /&gt;
After gaining the Oracle Entry talent, you can take talents&lt;br /&gt;
from any of the oracle stacks. After gaining the Oracle Entry&lt;br /&gt;
talent, you can also gain Primal Aspect talents&lt;br /&gt;
&lt;br /&gt;
==='''Oracle Entry'''===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Class Entry, Oracle&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
|-&lt;br /&gt;
|Woe &lt;br /&gt;
|&lt;br /&gt;
|Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails.&lt;br /&gt;
|-&lt;br /&gt;
|Hermit &lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Arcana, Astrology, OR Astronomy; AND +2 in a skill of your choice with the Observation or Survival tag.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Magic &lt;br /&gt;
|&lt;br /&gt;
|Choose one: Warden of the Primal, or Adept of the [[Psionic]]. Learn that talent unless you already knew one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic.&lt;br /&gt;
If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power.&lt;br /&gt;
If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Druid Track''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Oracle Entry, Warden of the Primal&lt;br /&gt;
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. You gain the Star’s Guidance ability.&lt;br /&gt;
'''Star’s Guidance''' Use Astronomy or Astrology in place of a skill with the Survival tag. (1/Recoup)&lt;br /&gt;
|-&lt;br /&gt;
|Old gods&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
Incompatible: Wyrd Wood&lt;br /&gt;
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. In [[combat]], when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Old gods II&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Old Gods&lt;br /&gt;
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
Incompatible: Old Gods&lt;br /&gt;
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the Occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.&lt;br /&gt;
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your primal spells to gain Dark Power. Choose what effects they have from your Primeval Darkness menu (see p. 117). In combat, when you cast a chant or spell without the Dark Power tag, gain 1 Light Proclivity. When you cast a chant or spell with the Dark Power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose&lt;br /&gt;
2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also&lt;br /&gt;
Sickened until balance is restored. When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood II&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.&lt;br /&gt;
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you&lt;br /&gt;
that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance II&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Druid 3&lt;br /&gt;
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Star's Redirection&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Third Eye&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you.&lt;br /&gt;
|-&lt;br /&gt;
|Beast Form&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|You can cast Polymorph on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion). (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Old Gods III&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Druid 5, Old Gods II&lt;br /&gt;
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood III&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Druid 5, Wyrd Wood II&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities.&lt;br /&gt;
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Druid 6&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or [[disease]].&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid, Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means.&lt;br /&gt;
|-&lt;br /&gt;
|Beast Form II&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid, Beast Form&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid II&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
| Druid 8&lt;br /&gt;
|You gain the Immortal ability.&lt;br /&gt;
'''Immortal''' Your natural lifespan doubles.&lt;br /&gt;
|-&lt;br /&gt;
|Old Gods IV&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Mystic Druid II, Old Gods III&lt;br /&gt;
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood IV&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Mystic Druid II, Wyrd Wood III&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid II&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Druid 10&lt;br /&gt;
|You are immune to poison and disease.&lt;br /&gt;
|-&lt;br /&gt;
|Star's Guidance IV&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid III, Star’s Guidance III&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.&lt;br /&gt;
|-&lt;br /&gt;
|Beast Form III&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Mystic Druid III, Beast Form II&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 3 or lower.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Druid III&lt;br /&gt;
|Oracle, Druid&lt;br /&gt;
|Druid 12&lt;br /&gt;
|Your Immortal ability becomes: Your natural lifespan increases tenfold.&lt;br /&gt;
|-&lt;br /&gt;
|Old Gods V&lt;br /&gt;
|Oracle, Druid, Divine&lt;br /&gt;
|Mystic Druid IV, Old Gods IV&lt;br /&gt;
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Wood V&lt;br /&gt;
|Oracle, Druid, Occult&lt;br /&gt;
|Mystic Druid IV, Wyrd Wood IV&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Archdruid&lt;br /&gt;
|Oracle, Druid, Capstone&lt;br /&gt;
|Druid 14&lt;br /&gt;
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you&lt;br /&gt;
meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.&lt;br /&gt;
&lt;br /&gt;
'''Contemplate''' You can reselect any primal, psionic, divine, and/or occult spells that you know. 1/Week&lt;br /&gt;
&lt;br /&gt;
'''After the Ashes''' If your primal spells have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.&lt;br /&gt;
&lt;br /&gt;
'''Primeval Foresight''' You can reassign some or all of your Oracle talents. 1/Month&lt;br /&gt;
&lt;br /&gt;
Level 30: Your lifespan (including your bonus from Immortal) increases tenfold.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Primeval Darkness Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type of Magic&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Abrasive Chant &lt;br /&gt;
|Chant that deals [[damage]]&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Pashak Nurturance&lt;br /&gt;
|Chant that does not deal damage &lt;br /&gt;
|If you do not suffer Dark Power, you become Protected until the end of your next turn. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Chant &lt;br /&gt;
|Chant that imposes negative condition&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|Dark Faerie’s Gambit&lt;br /&gt;
|Chant that targets an ally &lt;br /&gt;
|Extend the duration by 1 round if successful. Dark Power: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Abrasive Spell &lt;br /&gt;
|Spell that deals damage to one creature&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of the Ashyidir&lt;br /&gt;
|Spell that deals AOE damage &lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You cast the spell and it is centered on you.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Spell &lt;br /&gt;
|Spell that imposes a negative condition&lt;br /&gt;
|Gain TA on the attack roll. Dark Power: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|Wyrd Reconstruction&lt;br /&gt;
|Spell that heals If successful&lt;br /&gt;
|The spell adds additional healing equal to 1⁄2 your LUCK. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower,&lt;br /&gt;
the spell deals necrotic damage equal to the amount it would have healed.&lt;br /&gt;
|-&lt;br /&gt;
|Shibmar Attunement&lt;br /&gt;
|Spell that targets self or an ally and doesn’t heal&lt;br /&gt;
|If successful, the target gains +5 ft speed and TA for the duration. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.&lt;br /&gt;
|-&lt;br /&gt;
|Chaotic Commune &lt;br /&gt;
|Spell that summons &lt;br /&gt;
|The creature you can summon with this spell can be 1 ML higher than normal. Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Elementalist Track ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain Elemental Affinity.&lt;br /&gt;
'''Elemental Affinity''' When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Season's Givings&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = Radiant, Summer = Fire, Autumn = Necrotic, and Winter = Cold.&lt;br /&gt;
|-&lt;br /&gt;
|Repurpose Damage&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain one of the abilities with the Repurpose Damage I tag. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any abilities with a Repurpose Damage tag that you know 2/ Rest collectively.&lt;br /&gt;
|-&lt;br /&gt;
|Siphon Damage&lt;br /&gt;
|Oracle, Elementalist, Repeatable&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain another Repurpose Damage ability.&lt;br /&gt;
|-&lt;br /&gt;
|Ice [[Armor]]&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take cold damage, gain DR 4/Fire for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Corrosive Strikes&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Heat Aura&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take fire damage, gain DR 4/Cold for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flaming Shield&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you would gain the Burning condition, you may instead cast the Fire Shield spell as if it were primal or&lt;br /&gt;
psionic without spending SP.&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Fast&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take lightning damage, gain +4 AP on your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Sickening Strikes&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage I&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity I, Elementalist 4&lt;br /&gt;
|You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes 1/2 LUCK/Rest&lt;br /&gt;
|-&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity II, Repurpose Damage I &lt;br /&gt;
|Gain another Repurpose Damage ability from the old list or from talents with the Repurpose Damage II tag. You can learn abilities from the new list with Siphon Damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Permeation&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter).&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Force Armor&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage II&lt;br /&gt;
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity III&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.&lt;br /&gt;
'''Elemental Strikes''' +1d6 damage of the Affinity type for the duration. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity III, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage becomes 1⁄2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage.&lt;br /&gt;
|-&lt;br /&gt;
|Protective Elementalist II&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Repurpose Damage becomes LUCK/Rest and can be used on allies within 30 ft of you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity III, Elementalist 9&lt;br /&gt;
|Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well.&lt;br /&gt;
|-&lt;br /&gt;
|Absorb Explosion&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|When you take elemental AOE damage, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and 1⁄2 damage on a miss. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity IV, Repurpose Damage II&lt;br /&gt;
|Gain an additional Repurpose Damage power, choosing from the old lists or from talents with the Repurpose Damage III tag. Siphon Damage can let you gain abilities from the new list.&lt;br /&gt;
|-&lt;br /&gt;
|Bodily Necrosis&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn.&lt;br /&gt;
|- &lt;br /&gt;
|Psychic Resonance&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|Irradiated Aura&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp.&lt;br /&gt;
|-&lt;br /&gt;
|Sonorous Strikes&lt;br /&gt;
|Oracle, Elementalist, Repurpose Damage III&lt;br /&gt;
|Repurpose Damage III&lt;br /&gt;
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|Oracle, Elementalist&lt;br /&gt;
|Elemental Affinity IV, Elementalist 13&lt;br /&gt;
|Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Mastery&lt;br /&gt;
|Oracle, Elementalist, Capstone&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|You are a master of all elements, and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. Regain one use of Elemental Affinity each time you&lt;br /&gt;
Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose&lt;br /&gt;
Damage usages. Finally, you gain the Superior Affinity ability.&lt;br /&gt;
'''Superior Affinity''' Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead. (1/&lt;br /&gt;
Rest)&lt;br /&gt;
Level 30: Superior Affinity becomes 1/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Fate Track''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Thread Of Fate&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Boon of Fate ability.&lt;br /&gt;
'''Boon of Fate''' You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|-&lt;br /&gt;
|Weal&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate&lt;br /&gt;
|Gain the Weal ability.&lt;br /&gt;
'''Weal''' When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|-&lt;br /&gt;
|Weal II - Skills&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on skills increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal II - Spells&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on spells increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal II - Chants&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on chants increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal III - Weapons&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on [[weapons]] increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Weal IV - Fortune's Favor&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal III&lt;br /&gt;
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.&lt;br /&gt;
|-&lt;br /&gt;
|Weal IV - Invocations&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal III&lt;br /&gt;
|Your crit range on invocations increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Weal IV&lt;br /&gt;
|Gain the Bane of Fate ability.&lt;br /&gt;
'''Bane of Fate''' You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. (2/ Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|You crit fail on a roll of 1 or 2.&lt;br /&gt;
|-&lt;br /&gt;
|Thread Of Fate&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Boon of Fate and Bane of Fate extend to 90 ft range.&lt;br /&gt;
|-&lt;br /&gt;
|Thread Of Fate III&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate III&lt;br /&gt;
|Bane of Fate becomes 2/Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Thread of Fate IV&lt;br /&gt;
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on&lt;br /&gt;
that choice by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Ambient Luck ability.&lt;br /&gt;
'''Ambient Luck''' When an ally crits within 30 ft of you, regain 1 SP. (LUCK/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Manipulate Chance &lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Gain the Manipulate Chance ability.&lt;br /&gt;
'''Manipulate Chance''' You may spend 4 SP to regain an expended Luck point.&lt;br /&gt;
|-&lt;br /&gt;
|Turn Of Fortune&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Manipulate Chance&lt;br /&gt;
|Gain the Turn of Fortune ability.&lt;br /&gt;
'''Turn of Fortune''' When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.&lt;br /&gt;
|-&lt;br /&gt;
|Fated&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Fated ability.&lt;br /&gt;
'''Fated''' Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.&lt;br /&gt;
|-&lt;br /&gt;
|Fated II&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Fated&lt;br /&gt;
|Your Fated bonus becomes +2.&lt;br /&gt;
|-&lt;br /&gt;
|Fated III&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Fated II&lt;br /&gt;
|Your Fated bonus becomes +3.&lt;br /&gt;
|-&lt;br /&gt;
|Portent&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Portent ability.&lt;br /&gt;
'''Portent''' Regain 1 luck point when you recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Portent II&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Portent&lt;br /&gt;
|Portent becomes: Regain 2 luck points when you recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Portent III&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Portent II&lt;br /&gt;
|Portent becomes: Regain 3 luck points when you recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Oracle, Fate&lt;br /&gt;
|Turn of Fortune, Fated III, or Portent III&lt;br /&gt;
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Weal&lt;br /&gt;
|Oracle, Fate, Capstone&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.&lt;br /&gt;
Level 30: The final cap for your LUCK increases from 12 to 14.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Guide Track''' ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain 2 Skill Points in any skill. Gain the Mentor ability. &lt;br /&gt;
'''Mentor''' You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. (AWR/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|-&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Mystic Support gives you 2 Support AP.&lt;br /&gt;
|-&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain the Wakeful Serenity ability.&lt;br /&gt;
'''Wakeful Serenity''' The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.&lt;br /&gt;
|-&lt;br /&gt;
|Wakeful Serenity II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping.&lt;br /&gt;
|-&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Oracle’s Support II&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your specialization talents to let them gain that talent. If this would result in you losing skill points, you choose [[how to]] assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration.&lt;br /&gt;
|-&lt;br /&gt;
|Guide&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Guide II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Guide III&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Guide IV&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide III&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills.&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the&lt;br /&gt;
creature that you touch bonus Skill Points in all of those skills.&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points.&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice IV&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability.&lt;br /&gt;
'''Expert Guidance''' When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Guide IV or Apprentice IV&lt;br /&gt;
|Mystic Support gives you 3 Support AP.&lt;br /&gt;
|-&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to two of your specialization talents to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|Oracle, Guide&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.&lt;br /&gt;
|-&lt;br /&gt;
|Superior Mentor&lt;br /&gt;
|Oracle, Guide, Capstone&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.&lt;br /&gt;
Level 30: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=1142</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=1142"/>
		<updated>2023-11-21T21:57:26Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve always had a spark of talent within you, perhaps the ability to literally conjure forth sparks when agitated or excited. Ever curious about the world and the power within you, you have never shied away from experimentation with your magical powers. In your youth, this caused your family endless grief and singed eyebrows. Now, having mastered the basics of [[arcane]] magic, you seek to continue your study and uncover ever deeper mysteries of the fundamental wellspring of magic.&lt;br /&gt;
Developing skill as an arcane caster necessitates that you maintain Attunation with the Fundamental Wellspring. This entails different practices for different casters, so in your case it might involve reading complex arcane texts or meditating intensely on the metaphysics or astrophysics of the universe. Be proactive, for if you become lackadaisical in maintaining Attunation, your skill will gradually atrophy, and you might lose your arcane ability altogether if you do not diligently cultivate this Attunation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Class Entry, Mage, Arcane&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
|-&lt;br /&gt;
|Learned&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points, which you can spend on any [[skills]] with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|[[Student]] of the Arcane&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Gain the Student of the Arcane Talent from the arcane stack if you did not already have it. INT is your Magic Attribute for mage magic.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Power &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Each time you level up and spend your talent point on a mage talent, gain +5 SP and +1 Arcane Power.&lt;br /&gt;
|-&lt;br /&gt;
|Focus&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Choose one of the nine [[Magic in MythCraft#Functions of Magic|functions]] of magic. This choice grants you a special bonus when you cast magic of that function.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Focus&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy&lt;br /&gt;
|You can spend 10 minutes changing and simply shaping 1 cubic foot of a raw material to your needs. This could be making a branch into a crowbar, or a crowbar into a long wire, or a long wire into a bundle of tinder, but cannot create complex objects or machines. The material can be refined such as smelted ore, or cut timber, but cannot be crafted such as a sword or a door. Even the most talented Alchemists have not discovered [[how to]] transmute Silver, Gold, or Diamond, and thus those materials are unavailable for this ability.&lt;br /&gt;
|-&lt;br /&gt;
|Altering&lt;br /&gt;
|Altering Spells cost you 1 fewer AP (min 1). &lt;br /&gt;
|-&lt;br /&gt;
|Divining&lt;br /&gt;
|You can now spend 10 minutes meditating, after which you can see, hear, and smell from one of your Arcane Signatures as if you were present in a vacant space within 5 ft of its location for 1 minute. This magic consumes and dispels the Arcane Signature after it is used.&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting&lt;br /&gt;
|When you cast a Spell that has the Enchanting feature and Charms or Frightens a creature, multiply the duration of the effects by 1.5.&lt;br /&gt;
|-&lt;br /&gt;
|Evoking&lt;br /&gt;
|When you deal [[damage]] with Evoking magic, add additional damage equal to 1⁄2 your level. (END/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Illusory&lt;br /&gt;
|Creatures attempting to identify your illusions have a -2 to their die rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Necromancy&lt;br /&gt;
|When you would be reduced to 0 HP, you can sacrifice an [[undead]] under your control to instead have 1 HP. The undead in question is immediately destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Summoning&lt;br /&gt;
|Creatures that you summon gain additional maximum HP equal to your Arcane Power Level. Warding: When you cast Warding magic that increases any of a creature’s Defenses, that creature’s AR increases by an additional +1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Mage stacks'''===&lt;br /&gt;
&lt;br /&gt;
'''Arcane Weaving''' Some spells are especially mutable, capable of being sculpted into something new. You might master this ability, allowing you a diverse repertoire of effects.&lt;br /&gt;
&lt;br /&gt;
'''Archmage''' By focusing on a single function of magic - alchemy, illusory magic, or perhaps necromancy to name a few - you can become an unparalleled master of customizing the capabilities of your magic.&lt;br /&gt;
&lt;br /&gt;
'''Sorcery''' By manipulating chance, you can mitigate the danger of arcane magic or can cause the magic to become even more unstable, with explosive results.&lt;br /&gt;
&lt;br /&gt;
'''Tome Wizard''' If you enchant a tome or scroll, you can learn far more magic than you might otherwise, as the tome gradually comes to life and helps you learn and cast more spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''Arcane Weaving Stack'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Spells with the Metamagic tag cost you 4 fewer SP to cast.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Sculptor&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Sculpt Spell costs you 1⁄2 the SP cost to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Sculptor II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Spell Sculptor&lt;br /&gt;
|Sculpt Spell costs no SP to upcharge.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Sculptor III&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Spell Sculptor II&lt;br /&gt;
|Sculpt Spell costs 1 SP to cast, and no SP to upcharge.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Sniper&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Extend Spell costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Sniper II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Spell Sniper&lt;br /&gt;
|Upcharging Extend Spell becomes +2 SP per 15 ft.&lt;br /&gt;
|-&lt;br /&gt;
|Mote Expert&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Delay Spell costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|-&lt;br /&gt;
|Mote Expert II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Mote Expert&lt;br /&gt;
|You can now cause a mote created by Delay Spell to be invisible, and leave it in a space you are occupying. After you move out of that space, it will trigger upon another creature touching it.&lt;br /&gt;
|-&lt;br /&gt;
|Mote Expert III&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Mote Expert II&lt;br /&gt;
|You can no longer lose control of your mote and activate its magic prematurely while you have only one mote on your person.&lt;br /&gt;
|-&lt;br /&gt;
|Empower Spell Expert&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Your Empower Spell’s APC is lowered by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver, Arcane Weaving 5&lt;br /&gt;
|Gain Metamagic Points equal to your INT. You can use these to cast Metamagic spells at a rate of 2 Metamagic Points per spell in place of SP. You regain all expended Metamagic points when you Take a Rest. If you spend Metamagic Points with a talent from a Sorcery talent in the Mage Stack, you must declare the expenditure before you cast your spell.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Spell Point Cost&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s SPC by 2 SP per Metamagic Point.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Morph Damage&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to change a spell’s damage type from Cold, Corrosive, Fire, or Necrotic to a different damage type out of those options.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Hasten&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s APC at a rate of 1 Metamagic Point per AP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Overclock&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to halve the SPC of upcharging a spell. You may not use Metamagic Points on other Metamagic if you chose to spend a point in this manner, but you may halve the cost (min 1) multiple times.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Maximize&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 6 Metamagic Points to maximize the damage of a spell.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Overcome&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to ignore a creature’s Resist.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Humane Spell&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to modify a spell to deal psychic damage and become nonlethal.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Leeching&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to regain HP equal to 1⁄2 the necrotic damage you deal with the modified spell, or 2 Metamagic Points to heal for all the necrotic damage.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Duration&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may extend a spell with a duration of 1 minute or longer. It lasts for 1 additional minute per Metamagic Point&lt;br /&gt;
you expend.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Conjuring&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 2 Metamagic Points to delay Conjuring for one turn. If you do not resume conjuring at the start of your next turn, you lose the spell as if your conjuring were interrupted.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic Expert&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may regain expended Metamagic Points when you Recoup. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic Expert II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Metamagic Expert&lt;br /&gt;
|You may regain expended Metamagic Points when you Catch your Breath. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Versatility&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may trade SP for Metamagic Points at a rate of 10 SP per 1 Metamagic Point, or Metamagic Points for SP at a rate of 1 Metamagic Point for 5 SP.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic Caster&lt;br /&gt;
|Mage, Arcane Weaving, Capstone&lt;br /&gt;
|Arcane Weaving 14&lt;br /&gt;
|You weave magic in ways most cannot even comprehend, manipulating the leylines of the Fundamental Wellspring and bending them to your will, even altering reality itself. You gain 6 additional Metamagic Points (your total is now&lt;br /&gt;
INT+6). Gain Strand of Metamagic. &lt;br /&gt;
&lt;br /&gt;
'''Strand of Metamagic''' You may spend X Metamagic Points to increase your d20 roll by X. You may spend 1 Reactive AP to spend X Metamagic Points and decrease the d20 roll of a hostile creature within 40 ft of you by X.&lt;br /&gt;
Level 30: The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archmage Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You dedicate yourself to scholarly pursuits, the study of arcane magics, and the mastery of the Fundamental Wellspring. You may now only take talent points from the Mage and Arcane stacks. You immediately learn all arcane cantrips and can add your INT to damage dealt by cantrips.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Alchemy&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Alchemy Focus. If you already had the Alchemy Focus, you gain 6 Skill Points you can spend on skills with&lt;br /&gt;
the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Alchemy II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy&lt;br /&gt;
|Your Alchemy creation can now be up to 5 ft by 15 ft and be crafted objects that do not feature moving parts (such as a&lt;br /&gt;
ladder or sword) You must have at least 4 Skill Points in the associated Skill to create in this way (Such as carpentry for&lt;br /&gt;
a ladder or blacksmithing for a sword). The value of crafted creations can be no higher than the value of the materials.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Alchemy III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy II&lt;br /&gt;
|Your Alchemy Creation can now be 15 ft wide, tall, and long.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Alchemy IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy III&lt;br /&gt;
|Your Alchemy Creation can now feature moving parts such as doors or windows.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Alchemy V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Alchemy tag. You may now cast&lt;br /&gt;
these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Altering&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Altering Focus. If you already had the Altering Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Altering II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering&lt;br /&gt;
|Your Arcane Swap spell can now be cast on a willing, friendly creature also in range that is no more than one size larger or smaller than the target of the swap, instead of being cast on yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Altering III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering II&lt;br /&gt;
|Your Arcane Swap spell now has no minimum size, and can be cast on objects that are no larger than one Size larger than you, or twice your weight.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Altering IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering III&lt;br /&gt;
|You can no longer be teleported against your will.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Altering V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Altering tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Divining&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Divining Focus. If you already had the Divining Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Divining II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Prerequisites: Mage - Divining&lt;br /&gt;
|You can now use your Divining feature on a Signature twice before it is dispelled.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Divining III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Divining II&lt;br /&gt;
|Your Signatures are no longer dispelled by your Divining feature.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Divining IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Divining III&lt;br /&gt;
|You may now teleport yourself to a Signature by meditating on one of your Signatures for 10 minutes. This dispels the Signature. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Divining V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Divining IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Divining tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Enchanting&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Enchanting Focus. If you already had the Enchanting Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Enchanting II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting&lt;br /&gt;
|An object that has your Signature costs 0 SP to possess with the Possess Object spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Enchanting III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting II&lt;br /&gt;
|Using your Unravel Magic ability always costs 1⁄2 the SPC of the spell you are targeting if it is an Enchanting spell, regardless of its source.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Enchanting IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting III&lt;br /&gt;
|If you discover Enchantment magic using the Sense Magic spell, you learn who the caster is, provided that you already know their true name and they are within 1 mile of you.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Enchanting V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Enchanting tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Evoking&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Evoking Focus. If you already had the Evoking Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Evoking II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking&lt;br /&gt;
|You may now add additional damage equal to your Level. This replaces your original Evoking Focus ability. (END/&lt;br /&gt;
Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Evoking III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking II&lt;br /&gt;
|You may add your INT to any damage rolls you make when using Evoking cantrips, chants, or prayers.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Evoking IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking III&lt;br /&gt;
|When you cast an Evoking spell, you may gain additional SP by gaining Death Points. For each Death Point you gain, you gain 10 SP. You lose any excess SP that you gained from this feature.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Evoking V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Evoking tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Illusory&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Illusory Focus. If you already had the Illusory Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Illusory II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory&lt;br /&gt;
|You may create one Illusory Duplicate of yourself when you cast your first Illusory spell after Taking a Rest. When you are subject to physical damage, the attacker must roll an even number to hit you. If they roll an odd number, one of your duplicates is destroyed instead. Regain the ability to create Illusory Duplicates when you complete a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Illusory III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory II&lt;br /&gt;
|Your Illusory Duplicates ability creates two duplicates. &lt;br /&gt;
|-&lt;br /&gt;
|Mage: Illusory IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory III&lt;br /&gt;
|Your Illusory Duplicates ability creates three duplicates.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Illusory V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Illusory tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Necromancy&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Necromancy Focus. If you already had the Necromancy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Necromancy II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy&lt;br /&gt;
|The duration of the Raise [[Skeleton]] spell is now Indefinite, but your maximum SP are reduced by 16 for each active skeleton under your control. You can no longer upcharge Raise Skeleton.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Necromancy III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy II&lt;br /&gt;
|Your maximum SP are now reduced by only 8 for each active skeleton under your control.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Necromancy IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy III&lt;br /&gt;
|Your maximum SP are now reduced by only 4 for each active skeleton under your control.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Necromancy V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Necromancy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Summoning &lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Summoning Focus. If you already had the Summoning Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Summoning II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their attack rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Summoning III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning II&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their damage rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Summoning IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning III&lt;br /&gt;
|Creatures you create using a Summoning spell add your INT to their attack and damage rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Summoning V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Summoning tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Warding &lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Warding Focus. If you already had the Warding Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Warding II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding&lt;br /&gt;
|When you cast Mage [[Armor]] on yourself, and would be the victim of Massive Damage (see p. 328) you can reduce that damage by 1⁄2. If you do, your Mage Armor is dispelled.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Warding III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding II&lt;br /&gt;
|Your Mage Armor now increases all defenses by +4. This replaces your original Warding Focus ability.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Warding IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding III&lt;br /&gt;
|Your Mage Armor can no longer be dispelled by others, and increases all defenses by +5.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Warding V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Warding tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|High Mage&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane 14&lt;br /&gt;
|You are renowned as a highly skilled arcane caster, and many hopefuls will seek you out to try to earn your favor as an instructor. You may regain half your SP when you Recoup. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Archmage&lt;br /&gt;
|Mage, Archmage, Capstone&lt;br /&gt;
|High Mage, Arcane 29&lt;br /&gt;
|Your spells can no longer be dispelled, identified, detected, scryed on, or targeted in any way by a caster with a level or Monster Level below your Character Level. Even then, a creature can only target your spells if they spend at least 90 SP or expend the equivalent of 90 SP through innate casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Sorcery Track'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You can no longer take Backlash damage that is higher than your current Character Level while you have your focus on your person. You take damage equal to the Spell’s SPC (min 1) or equal to your level, whichever is lower.&lt;br /&gt;
|-&lt;br /&gt;
|Careful Casting&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
Incompatible: Wellspring Tap&lt;br /&gt;
|By acting more carefully, you trigger backlash less frequently. When you would trigger backlash, you can now roll a 1d20, and on a 10 or higher, the backlash does not occur. However, your critical casts now only reduce the SPC by 5, instead of 10.&lt;br /&gt;
|-&lt;br /&gt;
|Careful Casting II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Careful Casting&lt;br /&gt;
|You can no longer trigger backlash, and your Critical Casts do not cost fewer SP or restore SP.&lt;br /&gt;
|-&lt;br /&gt;
|Careful Casting III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Careful Casting II&lt;br /&gt;
|You may now choose if you are carefully casting Spells or not. When you use Careful Cast, you cannot trigger backlash and your critical casts do not cost fewer SP. You must declare this before rolling.&lt;br /&gt;
|-&lt;br /&gt;
|Wellspring Tap&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Prerequisites: Sorcery Focus&lt;br /&gt;
Incompatible: Careful Casting&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 5 SP, you regain that amount of SP.&lt;br /&gt;
|-&lt;br /&gt;
|Wellspring Tap II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Wellspring Tap&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 10 SP, you regain that amount of SP.&lt;br /&gt;
|-&lt;br /&gt;
|Wellspring Tap III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Wellspring Tap II&lt;br /&gt;
|You regain 1d4+LUCK HP when you critically cast.&lt;br /&gt;
|-&lt;br /&gt;
|Careful Casting - Cantrips&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Sorcery 4&lt;br /&gt;
|You can now carefully cast cantrips. You must declare if you are carefully casting before you roll. You gain no benefit from critically hitting on a carefully cast cantrip, and cannot trigger backlash when doing so.&lt;br /&gt;
|-&lt;br /&gt;
|Inertia&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Careful Casting - Cantrips&lt;br /&gt;
|When you are the victim of a critical hit or critical cast, you regain 1d10 SP.&lt;br /&gt;
|-&lt;br /&gt;
|Cantrip Focus&lt;br /&gt;
|Mage, Sorcery &lt;br /&gt;
|Inertia&lt;br /&gt;
|When you are carefully casting a cantrip, you gain TA.&lt;br /&gt;
|-&lt;br /&gt;
|Cantrip Focus II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (2 total from this feature).&lt;br /&gt;
|-&lt;br /&gt;
|Cantrip Focus III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus II&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (3 total from this feature).&lt;br /&gt;
|-&lt;br /&gt;
|Cantrip Focus IV&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus III&lt;br /&gt;
|You can now add your half your INT to your cantrip damage.&lt;br /&gt;
|-&lt;br /&gt;
|Cantrip Focus V&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus IV&lt;br /&gt;
|You can now critically cast on cantrips, but cannot trigger backlash on cantrips.&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Casting&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Inertia&lt;br /&gt;
|You critically cast on a 19-20, and trigger backlash on a 1-2.&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Casting II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting&lt;br /&gt;
|You critically cast on a 18-20, and trigger backlash on a 1-3.&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Casting III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting II&lt;br /&gt;
|You critically cast on a 17-20, and trigger backlash on a 1-4.&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Casting IV&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting III&lt;br /&gt;
|You critically cast on a 16-20, and trigger backlash on a 1-5.&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Casting V&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting IV&lt;br /&gt;
|Unstable Cast becomes an ability and you can declare if you are casting normally or using Unstable Cast. If you are casting normally, you crit on a 20 and backlash on a 1, unless you are carefully casting.&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Sorcery 11&lt;br /&gt;
|Your cantrip Crits deal critical damage as if they were a physical attack.&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Critical II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your cantrip Crits may also deal the same damage to one additional target that is within 5 ft of your target.&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Critical III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Explosive Critical II&lt;br /&gt;
|Your cantrip Crits cause your damage dice to explode. You may indefinitely reroll any damage dice that landed on their maximum possible damage (such as a 6 on a d6) and add that to the total damage.&lt;br /&gt;
|-&lt;br /&gt;
|Inertia II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your next cantrip automatically Crits after you are the victim of a critical hit.&lt;br /&gt;
|-&lt;br /&gt;
|Inertia III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Inertia II&lt;br /&gt;
|When you are the victim of a critical hit, you explode with your choice of fire, cold, or necrotic damage. Dealing 1d10+INT damage of that type to all creatures within 5 ft of you, including friendly creatures.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Sorcerer&lt;br /&gt;
|Mage, Sorcery, Capstone&lt;br /&gt;
|Sorcery 14&lt;br /&gt;
|You are a battle hardened sorcerer of great renown, capable of harnessing the destructive power of the Fundamental Wellspring to turn the tide of a battle. Generals and monarchs would pay high sums or large favors to earn your support in a conflict.&lt;br /&gt;
Backlash no longer ends your turn, and you now regain 1 AP when you critically cast. &lt;br /&gt;
&lt;br /&gt;
Level 30: You can spend 1 LUCK point to reroll all of your damage dice.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==='''TOME WIZARD TRACK'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Abitlity&lt;br /&gt;
|-&lt;br /&gt;
|Awakened Spellbook&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can no longer be separated from your Spellbook as it becomes partially ethereal, gains limited sentience, and has the ability to hover nearby. In this form, the Awakened Spellbook cannot be targeted and occupies the same space as you. You gain +1 to all your mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook&lt;br /&gt;
|Your Spellbook can produce an enchanted vellum. You can cast a spell you know on this vellum, which causes it to become a spell scroll. While there is an active scroll, you can not cast that spell normally. Any creature can use this spell scroll to cast the spell using the required AP without expending SP. When cast, the vellum dissolves and you can cast the spell normally again.&lt;br /&gt;
If the SPC of the spell is over 16, the user of the scroll must make an INT/Arcana check after spending the required AP. The creature must beat a DC of 10+(the spell’s SPC/2). On a fail, the spell fizzles and the vellum dissolves. Your Spellbook can only produce one enchanted vellum a day, regaining the ability to do so after Taking a Rest. It cannot produce an enchanted vellum while there is another enchanted vellum or spell scroll available.&lt;br /&gt;
|-&lt;br /&gt;
|Awakened Spellbook II&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. Your Awakened Spellbook can now occupy any space within 15 ft of you, and any spells that you cast can originate from you or the Awakened Spellbook. If you move more than 15 ft away, the book hovers back to occupy the same space as the caster automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire. You gain another +1 to your mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook II&lt;br /&gt;
|You can now have two spell scrolls or enchanted vellums active at a time. Your Spellbook still only produces one per day.&lt;br /&gt;
|-&lt;br /&gt;
|Tome Familiar&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Scribe II&lt;br /&gt;
|Your Awakened Spellbook can now be 30 ft from you without being recalled to the space you occupy. It can now fulfill the LoS and LoE requirements for spells that originate from it. You must still perform any gesture or verbal components.&lt;br /&gt;
|-&lt;br /&gt;
|Awakened Spellbook III&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Tome Familiar&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can imbue the mote of a spell that you captured through the Steal Spell spell into your spellbook, instead of casting it. When imbued in this way, that spell becomes an Arcane spell for you until you replace it with another stolen spell.&lt;br /&gt;
|-&lt;br /&gt;
|Tome Familiar II&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook III&lt;br /&gt;
|Your Awakened Spellbook can now be 120 ft from you without being recalled to the space you occupy, and can hover up to 30 ft in the air. Gain the Joint Cast ability.&lt;br /&gt;
'''Joint Cast''' When you are casting a cantrip, your Awakened Spellbook can duplicate that cantrip on a target of its own, or the same target, assuming all other [[conditions]] of the cantrip are met. (3/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Spellstealing&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Tome Familiar II&lt;br /&gt;
|You gain an additional slot for stolen spells (Currently 2 total from this track).&lt;br /&gt;
|-&lt;br /&gt;
|Spell [[Thief]]&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spellstealing&lt;br /&gt;
|You gain a +5 bonus to your Steal Spell rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Thief&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast multiple Arcane Rituals: 2/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Spellstealing II&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|You gain an additional slot for Stolen Spells (Currently three total from this track).&lt;br /&gt;
|-&lt;br /&gt;
|Spell Scribe III&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spellstealing II&lt;br /&gt;
|The roll others must make to use your scroll can no longer be higher than 15.&lt;br /&gt;
|-&lt;br /&gt;
|Spellstealing III&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Scribe III&lt;br /&gt;
|You learn one of the following of your choice: &lt;br /&gt;
[[Divine Magic|Divine]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Occult Magic|Occult]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Primal Magic|Primal]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] meditation&lt;br /&gt;
&lt;br /&gt;
If your choice has a tier or power requirement, roll an INT/Arcana check, the DC of which is 10+ double the Tier if [[primal]] or [[psionic]], or 10+ the [[Divine]] or [[Occult]] power requirement if divine or occult. If you fail this check, you may never attempt to cast it again, and must make a new selection in its place. This spot in your spellbook does not count towards your three Stolen Spell slots.&lt;br /&gt;
|-&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spellstealing III&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast more Arcane Rituals: 3/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Tome Wizard&lt;br /&gt;
|Mage, Tome Wizard, Capstone&lt;br /&gt;
|Awakened Spellbook V&lt;br /&gt;
|Your spellbook fully awakens, gaining its own personality. It is intensely loyal to you while you treat it well. You can use your Grimoire spell on it freely for the purposes of storing information, targeting a page instead, and you can choose whether or not you forget the information stored inside. Additionally, you gain another slot for Stolen Spells (four total) and an additional enchanted vellum (three total).&lt;br /&gt;
Level 30: If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=1141</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=1141"/>
		<updated>2023-11-21T21:52:15Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve always had a spark of talent within you, perhaps the ability to literally conjure forth sparks when agitated or excited. Ever curious about the world and the power within you, you have never shied away from experimentation with your magical powers. In your youth, this caused your family endless grief and singed eyebrows. Now, having mastered the basics of [[arcane]] magic, you seek to continue your study and uncover ever deeper mysteries of the fundamental wellspring of magic.&lt;br /&gt;
Developing skill as an arcane caster necessitates that you maintain Attunation with the Fundamental Wellspring. This entails different practices for different casters, so in your case it might involve reading complex arcane texts or meditating intensely on the metaphysics or astrophysics of the universe. Be proactive, for if you become lackadaisical in maintaining Attunation, your skill will gradually atrophy, and you might lose your arcane ability altogether if you do not diligently cultivate this Attunation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Class Entry, Mage, Arcane&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
|-&lt;br /&gt;
|Learned&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points, which you can spend on any [[skills]] with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|[[Student]] of the Arcane&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Gain the Student of the ArcaneTalent from the arcane stack if you did not already have it. INT is your Magic Attribute for mage magic.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Power &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Each time you level up and spend your talent point on a mage talent, gain +5 SP and +1 Arcane Power.&lt;br /&gt;
|-&lt;br /&gt;
|Focus&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Choose one of the nine functions of magic. This choice grants you a special bonus when you cast magic of that function.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Focus&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy&lt;br /&gt;
|You can spend 10 minutes changing and simply shaping 1 cubic foot of a raw material to your needs. This could be making a branch into a crowbar, or a crowbar into a long wire, or a long wire into a bundle of tinder, but cannot create complex objects or machines. The material can be refined such as smelted ore, or cut timber, but cannot be crafted such as a sword or a door. Even the most talented Alchemists have not discovered [[how to]] transmute Silver, Gold, or Diamond, and thus those materials are unavailable for this ability.&lt;br /&gt;
|-&lt;br /&gt;
|Altering&lt;br /&gt;
|Altering Spells cost you 1 fewer AP (min 1). &lt;br /&gt;
|-&lt;br /&gt;
|Divining&lt;br /&gt;
|You can now spend 10 minutes meditating, after which you can see, hear, and smell from one of your Arcane Signatures as if you were present in a vacant space within 5 ft of its location for 1 minute. This magic consumes and dispels the Arcane Signature after it is used.&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting&lt;br /&gt;
|When you cast a Spell that has the Enchanting feature and Charms or Frightens a creature, multiply the duration of the effects by 1.5.&lt;br /&gt;
|-&lt;br /&gt;
|Evoking&lt;br /&gt;
|When you deal [[damage]] with Evoking magic, add additional damage equal to 1⁄2 your level. (END/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Illusory&lt;br /&gt;
|Creatures attempting to identify your illusions have a -2 to their die rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Necromancy&lt;br /&gt;
|When you would be reduced to 0 HP, you can sacrifice an [[undead]] under your control to instead have 1 HP. The undead in question is immediately destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Summoning&lt;br /&gt;
|Creatures that you summon gain additional maximum HP equal to your Arcane Power Level. Warding: When you cast Warding magic that increases any of a creature’s Defenses, that creature’s AR increases by an additional +1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Mage stacks'''===&lt;br /&gt;
&lt;br /&gt;
'''Arcane Weaving''' Some spells are especially mutable, capable of being sculpted into something new. You might master this ability, allowing you a diverse repertoire of effects.&lt;br /&gt;
&lt;br /&gt;
'''Archmage''' By focusing on a single function of magic - alchemy, illusory magic, or perhaps necromancy to name a few - you can become an unparalleled master of customizing the capabilities of your magic.&lt;br /&gt;
&lt;br /&gt;
'''Sorcery''' By manipulating chance, you can mitigate the danger of arcane magic or can cause the magic to become even more unstable, with explosive results.&lt;br /&gt;
&lt;br /&gt;
'''Tome Wizard''' If you enchant a tome or scroll, you can learn far more magic than you might otherwise, as the tome gradually comes to life and helps you learn and cast more spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''Arcane Weaving Stack'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Spells with the Metamagic tag cost you 4 fewer SP to cast.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Sculptor&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Sculpt Spell costs you 1⁄2 the SP cost to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Sculptor II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Spell Sculptor&lt;br /&gt;
|Sculpt Spell costs no SP to upcharge.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Sculptor III&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Spell Sculptor II&lt;br /&gt;
|Sculpt Spell costs 1 SP to cast, and no SP to upcharge.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Sniper&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Extend Spell costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Sniper II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Spell Sniper&lt;br /&gt;
|Upcharging Extend Spell becomes +2 SP per 15 ft.&lt;br /&gt;
|-&lt;br /&gt;
|Mote Expert&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Delay Spell costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|-&lt;br /&gt;
|Mote Expert II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Mote Expert&lt;br /&gt;
|You can now cause a mote created by Delay Spell to be invisible, and leave it in a space you are occupying. After you move out of that space, it will trigger upon another creature touching it.&lt;br /&gt;
|-&lt;br /&gt;
|Mote Expert III&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Mote Expert II&lt;br /&gt;
|You can no longer lose control of your mote and activate its magic prematurely while you have only one mote on your person.&lt;br /&gt;
|-&lt;br /&gt;
|Empower Spell Expert&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Your Empower Spell’s APC is lowered by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver, Arcane Weaving 5&lt;br /&gt;
|Gain Metamagic Points equal to your INT. You can use these to cast Metamagic spells at a rate of 2 Metamagic Points per spell in place of SP. You regain all expended Metamagic points when you Take a Rest. If you spend Metamagic Points with a talent from a Sorcery talent in the Mage Stack, you must declare the expenditure before you cast your spell.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Spell Point Cost&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s SPC by 2 SP per Metamagic Point.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Morph Damage&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to change a spell’s damage type from Cold, Corrosive, Fire, or Necrotic to a different damage type out of those options.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Hasten&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s APC at a rate of 1 Metamagic Point per AP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Overclock&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to halve the SPC of upcharging a spell. You may not use Metamagic Points on other Metamagic if you chose to spend a point in this manner, but you may halve the cost (min 1) multiple times.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Maximize&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 6 Metamagic Points to maximize the damage of a spell.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Overcome&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to ignore a creature’s Resist.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Humane Spell&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to modify a spell to deal psychic damage and become nonlethal.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Leeching&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to regain HP equal to 1⁄2 the necrotic damage you deal with the modified spell, or 2 Metamagic Points to heal for all the necrotic damage.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Duration&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may extend a spell with a duration of 1 minute or longer. It lasts for 1 additional minute per Metamagic Point&lt;br /&gt;
you expend.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic: Conjuring&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 2 Metamagic Points to delay Conjuring for one turn. If you do not resume conjuring at the start of your next turn, you lose the spell as if your conjuring were interrupted.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic Expert&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may regain expended Metamagic Points when you Recoup. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic Expert II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Metamagic Expert&lt;br /&gt;
|You may regain expended Metamagic Points when you Catch your Breath. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Versatility&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may trade SP for Metamagic Points at a rate of 10 SP per 1 Metamagic Point, or Metamagic Points for SP at a rate of 1 Metamagic Point for 5 SP.&lt;br /&gt;
|-&lt;br /&gt;
|Metamagic Caster&lt;br /&gt;
|Mage, Arcane Weaving, Capstone&lt;br /&gt;
|Arcane Weaving 14&lt;br /&gt;
|You weave magic in ways most cannot even comprehend, manipulating the leylines of the Fundamental Wellspring and bending them to your will, even altering reality itself. You gain 6 additional Metamagic Points (your total is now&lt;br /&gt;
INT+6). Gain Strand of Metamagic. &lt;br /&gt;
&lt;br /&gt;
'''Strand of Metamagic''' You may spend X Metamagic Points to increase your d20 roll by X. You may spend 1 Reactive AP to spend X Metamagic Points and decrease the d20 roll of a hostile creature within 40 ft of you by X.&lt;br /&gt;
Level 30: The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archmage Track ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You dedicate yourself to scholarly pursuits, the study of arcane magics, and the mastery of the Fundamental Wellspring. You may now only take talent points from the Mage and Arcane stacks. You immediately learn all arcane cantrips and can add your INT to damage dealt by cantrips.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Alchemy&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Alchemy Focus. If you already had the Alchemy Focus, you gain 6 Skill Points you can spend on skills with&lt;br /&gt;
the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Alchemy II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy&lt;br /&gt;
|Your Alchemy creation can now be up to 5 ft by 15 ft and be crafted objects that do not feature moving parts (such as a&lt;br /&gt;
ladder or sword) You must have at least 4 Skill Points in the associated Skill to create in this way (Such as carpentry for&lt;br /&gt;
a ladder or blacksmithing for a sword). The value of crafted creations can be no higher than the value of the materials.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Alchemy III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy II&lt;br /&gt;
|Your Alchemy Creation can now be 15 ft wide, tall, and long.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Alchemy IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy III&lt;br /&gt;
|Your Alchemy Creation can now feature moving parts such as doors or windows.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Alchemy V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Alchemy tag. You may now cast&lt;br /&gt;
these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Altering&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Altering Focus. If you already had the Altering Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Altering II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering&lt;br /&gt;
|Your Arcane Swap spell can now be cast on a willing, friendly creature also in range that is no more than one size larger or smaller than the target of the swap, instead of being cast on yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Altering III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering II&lt;br /&gt;
|Your Arcane Swap spell now has no minimum size, and can be cast on objects that are no larger than one Size larger than you, or twice your weight.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Altering IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering III&lt;br /&gt;
|You can no longer be teleported against your will.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Altering V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Altering tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Divining&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Divining Focus. If you already had the Divining Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Divining II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Prerequisites: Mage - Divining&lt;br /&gt;
|You can now use your Divining feature on a Signature twice before it is dispelled.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Divining III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Divining II&lt;br /&gt;
|Your Signatures are no longer dispelled by your Divining feature.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Divining IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Divining III&lt;br /&gt;
|You may now teleport yourself to a Signature by meditating on one of your Signatures for 10 minutes. This dispels the Signature. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Divining V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Divining IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Divining tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Enchanting&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Enchanting Focus. If you already had the Enchanting Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Enchanting II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting&lt;br /&gt;
|An object that has your Signature costs 0 SP to possess with the Possess Object spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Enchanting III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting II&lt;br /&gt;
|Using your Unravel Magic ability always costs 1⁄2 the SPC of the spell you are targeting if it is an Enchanting spell, regardless of its source.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Enchanting IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting III&lt;br /&gt;
|If you discover Enchantment magic using the Sense Magic spell, you learn who the caster is, provided that you already know their true name and they are within 1 mile of you.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Enchanting V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Enchanting tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Evoking&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Evoking Focus. If you already had the Evoking Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Evoking II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking&lt;br /&gt;
|You may now add additional damage equal to your Level. This replaces your original Evoking Focus ability. (END/&lt;br /&gt;
Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Evoking III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking II&lt;br /&gt;
|You may add your INT to any damage rolls you make when using Evoking cantrips, chants, or prayers.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Evoking IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking III&lt;br /&gt;
|When you cast an Evoking spell, you may gain additional SP by gaining Death Points. For each Death Point you gain, you gain 10 SP. You lose any excess SP that you gained from this feature.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Evoking V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Evoking tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Illusory&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Illusory Focus. If you already had the Illusory Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Illusory II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory&lt;br /&gt;
|You may create one Illusory Duplicate of yourself when you cast your first Illusory spell after Taking a Rest. When you are subject to physical damage, the attacker must roll an even number to hit you. If they roll an odd number, one of your duplicates is destroyed instead. Regain the ability to create Illusory Duplicates when you complete a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Illusory III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory II&lt;br /&gt;
|Your Illusory Duplicates ability creates two duplicates. &lt;br /&gt;
|-&lt;br /&gt;
|Mage: Illusory IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory III&lt;br /&gt;
|Your Illusory Duplicates ability creates three duplicates.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Illusory V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Illusory tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Necromancy&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Necromancy Focus. If you already had the Necromancy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Necromancy II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy&lt;br /&gt;
|The duration of the Raise [[Skeleton]] spell is now Indefinite, but your maximum SP are reduced by 16 for each active skeleton under your control. You can no longer upcharge Raise Skeleton.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Necromancy III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy II&lt;br /&gt;
|Your maximum SP are now reduced by only 8 for each active skeleton under your control.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Necromancy IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy III&lt;br /&gt;
|Your maximum SP are now reduced by only 4 for each active skeleton under your control.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Necromancy V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Necromancy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Summoning &lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Summoning Focus. If you already had the Summoning Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Summoning II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their attack rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Summoning III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning II&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their damage rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Summoning IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning III&lt;br /&gt;
|Creatures you create using a Summoning spell add your INT to their attack and damage rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Summoning V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Summoning tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Warding &lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Warding Focus. If you already had the Warding Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Warding II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding&lt;br /&gt;
|When you cast Mage [[Armor]] on yourself, and would be the victim of Massive Damage (see p. 328) you can reduce that damage by 1⁄2. If you do, your Mage Armor is dispelled.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Warding III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding II&lt;br /&gt;
|Your Mage Armor now increases all defenses by +4. This replaces your original Warding Focus ability.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Warding IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding III&lt;br /&gt;
|Your Mage Armor can no longer be dispelled by others, and increases all defenses by +5.&lt;br /&gt;
|-&lt;br /&gt;
|Mage: Warding V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Warding tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|High Mage&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane 14&lt;br /&gt;
|You are renowned as a highly skilled arcane caster, and many hopefuls will seek you out to try to earn your favor as an instructor. You may regain half your SP when you Recoup. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Archmage&lt;br /&gt;
|Mage, Archmage, Capstone&lt;br /&gt;
|High Mage, Arcane 29&lt;br /&gt;
|Your spells can no longer be dispelled, identified, detected, scryed on, or targeted in any way by a caster with a level or Monster Level below your Character Level. Even then, a creature can only target your spells if they spend at least 90 SP or expend the equivalent of 90 SP through innate casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Sorcery Track'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You can no longer take Backlash damage that is higher than your current Character Level while you have your focus on your person. You take damage equal to the Spell’s SPC (min 1) or equal to your level, whichever is lower.&lt;br /&gt;
|-&lt;br /&gt;
|Careful Casting&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
Incompatible: Wellspring Tap&lt;br /&gt;
|By acting more carefully, you trigger backlash less frequently. When you would trigger backlash, you can now roll a 1d20, and on a 10 or higher, the backlash does not occur. However, your critical casts now only reduce the SPC by 5, instead of 10.&lt;br /&gt;
|-&lt;br /&gt;
|Careful Casting II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Careful Casting&lt;br /&gt;
|You can no longer trigger backlash, and your Critical Casts do not cost fewer SP or restore SP.&lt;br /&gt;
|-&lt;br /&gt;
|Careful Casting III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Careful Casting II&lt;br /&gt;
|You may now choose if you are carefully casting Spells or not. When you use Careful Cast, you cannot trigger backlash and your critical casts do not cost fewer SP. You must declare this before rolling.&lt;br /&gt;
|-&lt;br /&gt;
|Wellspring Tap&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Prerequisites: Sorcery Focus&lt;br /&gt;
Incompatible: Careful Casting&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 5 SP, you regain that amount of SP.&lt;br /&gt;
|-&lt;br /&gt;
|Wellspring Tap II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Wellspring Tap&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 10 SP, you regain that amount of SP.&lt;br /&gt;
|-&lt;br /&gt;
|Wellspring Tap III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Wellspring Tap II&lt;br /&gt;
|You regain 1d4+LUCK HP when you critically cast.&lt;br /&gt;
|-&lt;br /&gt;
|Careful Casting - Cantrips&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Sorcery 4&lt;br /&gt;
|You can now carefully cast cantrips. You must declare if you are carefully casting before you roll. You gain no benefit from critically hitting on a carefully cast cantrip, and cannot trigger backlash when doing so.&lt;br /&gt;
|-&lt;br /&gt;
|Inertia&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Careful Casting - Cantrips&lt;br /&gt;
|When you are the victim of a critical hit or critical cast, you regain 1d10 SP.&lt;br /&gt;
|-&lt;br /&gt;
|Cantrip Focus&lt;br /&gt;
|Mage, Sorcery &lt;br /&gt;
|Inertia&lt;br /&gt;
|When you are carefully casting a cantrip, you gain TA.&lt;br /&gt;
|-&lt;br /&gt;
|Cantrip Focus II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (2 total from this feature).&lt;br /&gt;
|-&lt;br /&gt;
|Cantrip Focus III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus II&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (3 total from this feature).&lt;br /&gt;
|-&lt;br /&gt;
|Cantrip Focus IV&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus III&lt;br /&gt;
|You can now add your half your INT to your cantrip damage.&lt;br /&gt;
|-&lt;br /&gt;
|Cantrip Focus V&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus IV&lt;br /&gt;
|You can now critically cast on cantrips, but cannot trigger backlash on cantrips.&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Casting&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Inertia&lt;br /&gt;
|You critically cast on a 19-20, and trigger backlash on a 1-2.&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Casting II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting&lt;br /&gt;
|You critically cast on a 18-20, and trigger backlash on a 1-3.&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Casting III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting II&lt;br /&gt;
|You critically cast on a 17-20, and trigger backlash on a 1-4.&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Casting IV&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting III&lt;br /&gt;
|You critically cast on a 16-20, and trigger backlash on a 1-5.&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Casting V&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting IV&lt;br /&gt;
|Unstable Cast becomes an ability and you can declare if you are casting normally or using Unstable Cast. If you are casting normally, you crit on a 20 and backlash on a 1, unless you are carefully casting.&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Sorcery 11&lt;br /&gt;
|Your cantrip Crits deal critical damage as if they were a physical attack.&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Critical II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your cantrip Crits may also deal the same damage to one additional target that is within 5 ft of your target.&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Critical III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Explosive Critical II&lt;br /&gt;
|Your cantrip Crits cause your damage dice to explode. You may indefinitely reroll any damage dice that landed on their maximum possible damage (such as a 6 on a d6) and add that to the total damage.&lt;br /&gt;
|-&lt;br /&gt;
|Inertia II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your next cantrip automatically Crits after you are the victim of a critical hit.&lt;br /&gt;
|-&lt;br /&gt;
|Inertia III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Inertia II&lt;br /&gt;
|When you are the victim of a critical hit, you explode with your choice of fire, cold, or necrotic damage. Dealing 1d10+INT damage of that type to all creatures within 5 ft of you, including friendly creatures.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Sorcerer&lt;br /&gt;
|Mage, Sorcery, Capstone&lt;br /&gt;
|Sorcery 14&lt;br /&gt;
|You are a battle hardened sorcerer of great renown, capable of harnessing the destructive power of the Fundamental Wellspring to turn the tide of a battle. Generals and monarchs would pay high sums or large favors to earn your support in a conflict.&lt;br /&gt;
Backlash no longer ends your turn, and you now regain 1 AP when you critically cast. &lt;br /&gt;
&lt;br /&gt;
Level 30: You can spend 1 LUCK point to reroll all of your damage dice.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==='''TOME WIZARD TRACK'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Abitlity&lt;br /&gt;
|-&lt;br /&gt;
|Awakened Spellbook&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can no longer be separated from your Spellbook as it becomes partially ethereal, gains limited sentience, and has the ability to hover nearby. In this form, the Awakened Spellbook cannot be targeted and occupies the same space as you. You gain +1 to all your mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook&lt;br /&gt;
|Your Spellbook can produce an enchanted vellum. You can cast a spell you know on this vellum, which causes it to become a spell scroll. While there is an active scroll, you can not cast that spell normally. Any creature can use this spell scroll to cast the spell using the required AP without expending SP. When cast, the vellum dissolves and you can cast the spell normally again.&lt;br /&gt;
If the SPC of the spell is over 16, the user of the scroll must make an INT/Arcana check after spending the required AP. The creature must beat a DC of 10+(the spell’s SPC/2). On a fail, the spell fizzles and the vellum dissolves. Your Spellbook can only produce one enchanted vellum a day, regaining the ability to do so after Taking a Rest. It cannot produce an enchanted vellum while there is another enchanted vellum or spell scroll available.&lt;br /&gt;
|-&lt;br /&gt;
|Awakened Spellbook II&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. Your Awakened Spellbook can now occupy any space within 15 ft of you, and any spells that you cast can originate from you or the Awakened Spellbook. If you move more than 15 ft away, the book hovers back to occupy the same space as the caster automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire. You gain another +1 to your mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook II&lt;br /&gt;
|You can now have two spell scrolls or enchanted vellums active at a time. Your Spellbook still only produces one per day.&lt;br /&gt;
|-&lt;br /&gt;
|Tome Familiar&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Scribe II&lt;br /&gt;
|Your Awakened Spellbook can now be 30 ft from you without being recalled to the space you occupy. It can now fulfill the LoS and LoE requirements for spells that originate from it. You must still perform any gesture or verbal components.&lt;br /&gt;
|-&lt;br /&gt;
|Awakened Spellbook III&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Tome Familiar&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can imbue the mote of a spell that you captured through the Steal Spell spell into your spellbook, instead of casting it. When imbued in this way, that spell becomes an Arcane spell for you until you replace it with another stolen spell.&lt;br /&gt;
|-&lt;br /&gt;
|Tome Familiar II&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook III&lt;br /&gt;
|Your Awakened Spellbook can now be 120 ft from you without being recalled to the space you occupy, and can hover up to 30 ft in the air. Gain the Joint Cast ability.&lt;br /&gt;
'''Joint Cast''' When you are casting a cantrip, your Awakened Spellbook can duplicate that cantrip on a target of its own, or the same target, assuming all other [[conditions]] of the cantrip are met. (3/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Spellstealing&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Tome Familiar II&lt;br /&gt;
|You gain an additional slot for stolen spells (Currently 2 total from this track).&lt;br /&gt;
|-&lt;br /&gt;
|Spell [[Thief]]&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spellstealing&lt;br /&gt;
|You gain a +5 bonus to your Steal Spell rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Thief&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast multiple Arcane Rituals: 2/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Spellstealing II&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|You gain an additional slot for Stolen Spells (Currently three total from this track).&lt;br /&gt;
|-&lt;br /&gt;
|Spell Scribe III&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spellstealing II&lt;br /&gt;
|The roll others must make to use your scroll can no longer be higher than 15.&lt;br /&gt;
|-&lt;br /&gt;
|Spellstealing III&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Scribe III&lt;br /&gt;
|You learn one of the following of your choice: &lt;br /&gt;
[[Divine Magic|Divine]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Occult Magic|Occult]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Primal Magic|Primal]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] meditation&lt;br /&gt;
&lt;br /&gt;
If your choice has a tier or power requirement, roll an INT/Arcana check, the DC of which is 10+ double the Tier if [[primal]] or [[psionic]], or 10+ the [[Divine]] or [[Occult]] power requirement if divine or occult. If you fail this check, you may never attempt to cast it again, and must make a new selection in its place. This spot in your spellbook does not count towards your three Stolen Spell slots.&lt;br /&gt;
|-&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spellstealing III&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast more Arcane Rituals: 3/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|Tome Wizard&lt;br /&gt;
|Mage, Tome Wizard, Capstone&lt;br /&gt;
|Awakened Spellbook V&lt;br /&gt;
|Your spellbook fully awakens, gaining its own personality. It is intensely loyal to you while you treat it well. You can use your Grimoire spell on it freely for the purposes of storing information, targeting a page instead, and you can choose whether or not you forget the information stored inside. Additionally, you gain another slot for Stolen Spells (four total) and an additional enchanted vellum (three total).&lt;br /&gt;
Level 30: If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=1140</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=1140"/>
		<updated>2023-11-21T21:10:48Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve always had a spark of talent within you, perhaps the ability to literally conjure forth sparks when agitated or excited. Ever curious about the world and the power within you, you have never shied away from experimentation with your magical powers. In your youth, this caused your family endless grief and singed eyebrows. Now, having mastered the basics of [[arcane]] magic, you seek to continue your study and uncover ever deeper mysteries of the fundamental wellspring of magic.&lt;br /&gt;
Developing skill as an arcane caster necessitates that you maintain Attunation with the Fundamental Wellspring. This entails different practices for different casters, so in your case it might involve reading complex arcane texts or meditating intensely on the metaphysics or astrophysics of the universe. Be proactive, for if you become lackadaisical in maintaining Attunation, your skill will gradually atrophy, and you might lose your arcane ability altogether if you do not diligently cultivate this Attunation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|MAGE ENTRY&lt;br /&gt;
|Class Entry, Mage, Arcane&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
|-&lt;br /&gt;
|Learned&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points, which you can spend on any [[skills]] with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|[[Student]] of the Arcane&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Gain the Student of the ArcaneTalent from the arcane stack if you did not already have it. INT is your Magic Attribute for mage magic.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Power &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Each time you level up and spend your talent point on a mage talent, gain +5 SP and +1 Arcane Power.&lt;br /&gt;
|-&lt;br /&gt;
|Focus&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Choose one of the nine functions of magic. This choice grants you a special bonus when you cast magic of that function.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Focus&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy&lt;br /&gt;
|You can spend 10 minutes changing and simply shaping 1 cubic foot of a raw material to your needs. This could be making a branch into a crowbar, or a crowbar into a long wire, or a long wire into a bundle of tinder, but cannot create complex objects or machines. The material can be refined such as smelted ore, or cut timber, but cannot be crafted such as a sword or a door. Even the most talented Alchemists have not discovered [[how to]] transmute Silver, Gold, or Diamond, and thus those materials are unavailable for this ability.&lt;br /&gt;
|-&lt;br /&gt;
|Altering&lt;br /&gt;
|Altering Spells cost you 1 fewer AP (min 1). &lt;br /&gt;
|-&lt;br /&gt;
|Divining&lt;br /&gt;
|You can now spend 10 minutes meditating, after which you can see, hear, and smell from one of your Arcane Signatures as if you were present in a vacant space within 5 ft of its location for 1 minute. This magic consumes and dispels the Arcane Signature after it is used.&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting&lt;br /&gt;
|When you cast a Spell that has the Enchanting feature and Charms or Frightens a creature, multiply the duration of the effects by 1.5.&lt;br /&gt;
|-&lt;br /&gt;
|Evoking&lt;br /&gt;
|When you deal [[damage]] with Evoking magic, add additional damage equal to 1⁄2 your level. (END/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|Illusory&lt;br /&gt;
|Creatures attempting to identify your illusions have a -2 to their die rolls.&lt;br /&gt;
|-&lt;br /&gt;
|Necromancy&lt;br /&gt;
|When you would be reduced to 0 HP, you can sacrifice an [[undead]] under your control to instead have 1 HP. The undead in question is immediately destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Summoning&lt;br /&gt;
|Creatures that you summon gain additional maximum HP equal to your Arcane Power Level. Warding: When you cast Warding magic that increases any of a creature’s Defenses, that creature’s AR increases by an additional +1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Mage stacks'''===&lt;br /&gt;
&lt;br /&gt;
'''Arcane Weaving''' Some spells are especially mutable, capable of being sculpted into something new. You might master this ability, allowing you a diverse repertoire of effects.&lt;br /&gt;
&lt;br /&gt;
'''Archmage''' By focusing on a single function of magic - alchemy, illusory magic, or perhaps necromancy to name a few - you can become an unparalleled master of customizing the capabilities of your magic.&lt;br /&gt;
&lt;br /&gt;
'''Sorcery''' By manipulating chance, you can mitigate the danger of arcane magic or can cause the magic to become even more unstable, with explosive results.&lt;br /&gt;
&lt;br /&gt;
'''Tome Wizard''' If you enchant a tome or scroll, you can learn far more magic than you might otherwise, as the tome gradually comes to life and helps you learn and cast more spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''ARCANE WEAVING TRACK'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|ARCANE WEAVER&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Spells with the Metamagic tag cost you 4 fewer SP to cast.&lt;br /&gt;
|-&lt;br /&gt;
|SPELL SCULPTOR&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Sculpt Spell costs you 1⁄2 the SP cost to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|-&lt;br /&gt;
|SPELL SCULPTOR II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Spell Sculptor&lt;br /&gt;
|Sculpt Spell costs no SP to upcharge.&lt;br /&gt;
|-&lt;br /&gt;
|SPELL SCULPTOR III&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Spell Sculptor II&lt;br /&gt;
|Sculpt Spell costs 1 SP to cast, and no SP to upcharge.&lt;br /&gt;
|-&lt;br /&gt;
|SPELL SNIPER&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Extend Spell costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|-&lt;br /&gt;
|SPELL SNIPER II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Spell Sniper&lt;br /&gt;
|Upcharging Extend Spell becomes +2 SP per 15 ft.&lt;br /&gt;
|-&lt;br /&gt;
|MOTE EXPERT&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Delay Spell costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|-&lt;br /&gt;
|MOTE EXPERT II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Mote Expert&lt;br /&gt;
|You can now cause a mote created by Delay Spell to be invisible, and leave it in a space you are occupying. After you move out of that space, it will trigger upon another creature touching it.&lt;br /&gt;
|-&lt;br /&gt;
|MOTE EXPERT III&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Mote Expert II&lt;br /&gt;
|You can no longer lose control of your mote and activate its magic prematurely while you have only one mote on your person.&lt;br /&gt;
|-&lt;br /&gt;
|EMPOWER SPELL EXPERT&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Your Empower Spell’s APC is lowered by 2.&lt;br /&gt;
|-&lt;br /&gt;
|ARCANE WEAVER II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver, Arcane Weaving 5&lt;br /&gt;
|Gain Metamagic Points equal to your INT. You can use these to cast Metamagic spells at a rate of 2 Metamagic Points per spell in place of SP. You regain all expended Metamagic points when you Take a Rest. If you spend Metamagic Points with a talent from a Sorcery talent in the Mage Stack, you must declare the expenditure before you cast your spell.&lt;br /&gt;
|-&lt;br /&gt;
|META MAGIC: SPELL POINT COST&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s SPC by 2 SP per Metamagic Point.&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC: MORPH DAMAGE&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to change a spell’s damage type from Cold, Corrosive, Fire, or Necrotic to a different damage type out of those options.&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC: HASTEN&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s APC at a rate of 1 Metamagic Point per AP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC: OVERCLOCK&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to halve the SPC of upcharging a spell. You may not use Metamagic Points on other Metamagic if you chose to spend a point in this manner, but you may halve the cost (min 1) multiple times.&lt;br /&gt;
|-&lt;br /&gt;
|META MAGIC: MAXIMIZE&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 6 Metamagic Points to maximize the damage of a spell.&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC: OVERCOME&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to ignore a creature’s Resist.&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC: HUMANE SPELL&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to modify a spell to deal psychic damage and become nonlethal.&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC: LEECHING&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to regain HP equal to 1⁄2 the necrotic damage you deal with the modified spell, or 2 Metamagic Points to heal for all the necrotic damage.&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC: DURATION&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may extend a spell with a duration of 1 minute or longer. It lasts for 1 additional minute per Metamagic Point&lt;br /&gt;
you expend.&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC: CONJURING&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 2 Metamagic Points to delay Conjuring for one turn. If you do not resume conjuring at the start of your next turn, you lose the spell as if your conjuring were interrupted.&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC EXPERT&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may regain expended Metamagic Points when you Recoup. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC EXPERT II&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Metamagic Expert&lt;br /&gt;
|You may regain expended Metamagic Points when you Catch your Breath. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|ARCANE VERSATILITY&lt;br /&gt;
|Mage, Arcane Weaving&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may trade SP for Metamagic Points at a rate of 10 SP per 1 Metamagic Point, or Metamagic Points for SP at a rate of 1 Metamagic Point for 5 SP.&lt;br /&gt;
|-&lt;br /&gt;
|METAMAGIC CASTER&lt;br /&gt;
|Mage, Arcane Weaving, Capstone&lt;br /&gt;
|Arcane Weaving 14&lt;br /&gt;
|You weave magic in ways most cannot even comprehend, manipulating the leylines of the Fundamental Wellspring and bending them to your will, even altering reality itself. You gain 6 additional Metamagic Points (your total is now&lt;br /&gt;
INT+6). Gain Strand of Metamagic. &lt;br /&gt;
'''Strand of Metamagic''' You may spend X Metamagic Points to increase your d20 roll by X. You may spend 1 Reactive AP to spend X Metamagic Points and decrease the d20 roll of a hostile creature within 40 ft of you by X.&lt;br /&gt;
Level 30: The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''ARCHMAGE TRACK'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|ARCANE INTELLECTUAL&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You dedicate yourself to scholarly pursuits, the study of arcane magics, and the mastery of the Fundamental Wellspring. You may now only take talent points from the Mage and Arcane stacks. You immediately learn all arcane cantrips and can add your INT to damage dealt by cantrips.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ALCHEMY&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Alchemy Focus. If you already had the Alchemy Focus, you gain 6 Skill Points you can spend on skills with&lt;br /&gt;
the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ALCHEMY II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy&lt;br /&gt;
|Your Alchemy creation can now be up to 5 ft by 15 ft and be crafted objects that do not feature moving parts (such as a&lt;br /&gt;
ladder or sword) You must have at least 4 Skill Points in the associated Skill to create in this way (Such as carpentry for&lt;br /&gt;
a ladder or blacksmithing for a sword). The value of crafted creations can be no higher than the value of the materials.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ALCHEMY III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy II&lt;br /&gt;
|Your Alchemy Creation can now be 15 ft wide, tall, and long.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ALCHEMY IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy III&lt;br /&gt;
|Your Alchemy Creation can now feature moving parts such as doors or windows.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ALCHEMY V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Alchemy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Alchemy tag. You may now cast&lt;br /&gt;
these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ALTERING&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Altering Focus. If you already had the Altering Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ALTERING II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering&lt;br /&gt;
|Your arcane swap spell can now be cast on a willing, friendly creature also in range that is no more than one size larger or smaller than the target of the swap, instead of being cast on yourself.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ALTERING III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering II&lt;br /&gt;
|Your Arcane Swap spell now has no minimum size, and can be cast on objects that are no larger than one Size larger than you, or twice your weight.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ALTERING IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering III&lt;br /&gt;
|You can no longer be teleported against your will.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ALTERING V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Altering IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Altering tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: DIVINING&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Divining Focus. If you already had the Divining Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: DIVINING II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Prerequisites: Mage - Divining&lt;br /&gt;
|You can now use your Divining feature on a Signature twice before it is dispelled.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: DIVINING III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Divining II&lt;br /&gt;
|Your Signatures are no longer dispelled by your Divining feature.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: DIVINING IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Divining III&lt;br /&gt;
|You may now teleport yourself to a Signature by meditating on one of your Signatures for 10 minutes. This dispels the Signature. (2/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: DIVINING V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Divining IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Divining tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ENCHANTING&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Enchanting Focus. If you already had the Enchanting Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ENCHANTING II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting&lt;br /&gt;
|An object that has your Signature costs 0 SP to possess with the Possess Object spell.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ENCHANTING III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting II&lt;br /&gt;
|Using your Unravel Magic ability always costs 1⁄2 the SPC of the spell you are targeting if it is an Enchanting spell, regardless of its source.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ENCHANTING IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting III&lt;br /&gt;
|If you discover Enchantment magic using the Sense Magic spell, you learn who the caster is, provided that you already know their true name and they are within 1 mile of you.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ENCHANTING V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Enchanting IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Enchanting tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: EVOKING&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Evoking Focus. If you already had the Evoking Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: EVOKING II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking&lt;br /&gt;
|You may now add additional damage equal to your Level. This replaces your original Evoking Focus ability. (END/&lt;br /&gt;
Rest)&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: EVOKING III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking II&lt;br /&gt;
|You may add your INT to any damage rolls you make when using Evoking cantrips, chants, or prayers.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: EVOKING IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking III&lt;br /&gt;
|When you cast an Evoking spell, you may gain additional SP by gaining Death Points. For each Death Point you gain, you gain 10 SP. You lose any excess SP that you gained from this feature.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: EVOKING V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Evoking IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Evoking tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ILLUSORY&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Illusory Focus. If you already had the Illusory Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ILLUSORY II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory&lt;br /&gt;
|You may create one Illusory Duplicate of yourself when you cast your first Illusory spell after Taking a Rest. When you are subject to physical damage, the attacker must roll an even number to hit you. If they roll an odd number, one of your duplicates is destroyed instead. Regain the ability to create Illusory Duplicates when you complete a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ILLUSORY III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory II&lt;br /&gt;
|Your Illusory Duplicates ability creates two duplicates. &lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ILLUSORY IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory III&lt;br /&gt;
|Your Illusory Duplicates ability creates three duplicates.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: ILLUSORY V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Illusory IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Illusory tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: NECROMANCY&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Necromancy Focus. If you already had the Necromancy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: NECROMANCY II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy&lt;br /&gt;
|The duration of the Raise [[Skeleton]] spell is now Indefinite, but your maximum SP are reduced by 16 for each active skeleton under your control. You can no longer upcharge Raise Skeleton.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: NECROMANCY III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy II&lt;br /&gt;
|Your maximum SP are now reduced by only 8 for each active skeleton under your control.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: NECROMANCY IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy III&lt;br /&gt;
|Your maximum SP are now reduced by only 4 for each active skeleton under your control.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: NECROMANCY V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Necromancy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Necromancy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: SUMMONING&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Summoning Focus. If you already had the Summoning Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: SUMMONING II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their attack rolls.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: SUMMONING III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning II&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their damage rolls.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: SUMMONING IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning III&lt;br /&gt;
|Creatures you create using a Summoning spell add your INT to their attack and damage rolls.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: SUMMONING V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Summoning IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Summoning tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: WARDING&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Warding Focus. If you already had the Warding Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: WARDING II&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding&lt;br /&gt;
|When you cast Mage [[Armor]] on yourself, and would be the victim of Massive Damage (see p. 328) you can reduce that damage by 1⁄2. If you do, your Mage Armor is dispelled.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: WARDING III&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding II&lt;br /&gt;
|Your Mage Armor now increases all defenses by +4. This replaces your original Warding Focus ability.&lt;br /&gt;
|-&lt;br /&gt;
|MAGE: WARDING IV&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding III&lt;br /&gt;
|Your Mage Armor can no longer be dispelled by others, and increases all defenses by +5.&lt;br /&gt;
|-&lt;br /&gt;
|M AG E : WA R D I N G V&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Mage - Warding IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Warding tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|-&lt;br /&gt;
|HIGH MAGE&lt;br /&gt;
|Mage, Archmage&lt;br /&gt;
|Arcane 14&lt;br /&gt;
|You are renowned as a highly skilled arcane caster, and many hopefuls will seek you out to try to earn your favor as an instructor. You may regain half your SP when you Recoup. (1/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|ARCHMAGE&lt;br /&gt;
|Mage, Archmage, Capstone&lt;br /&gt;
|High Mage, Arcane 29&lt;br /&gt;
|Your spells can no longer be dispelled, identified, detected, scryed on, or targeted in any way by a caster with a level or Monster Level below your Character Level. Even then, a creature can only target your spells if they spend at least 90 SP or expend the equivalent of 90 SP through innate casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''SORCERY TRACK'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
|-&lt;br /&gt;
|SORCERY FOCUS&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You can no longer take Backlash damage that is higher than your current Character Level while you have your focus on your person. You take damage equal to the Spell’s SPC (min 1) or equal to your level, whichever is lower.&lt;br /&gt;
|-&lt;br /&gt;
|CAREFUL CASTING&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
Incompatible: Wellspring Tap&lt;br /&gt;
|By acting more carefully, you trigger backlash less frequently. When you would trigger backlash, you can now roll a 1d20, and on a 10 or higher, the backlash does not occur. However, your critical casts now only reduce the SPC by 5, instead of 10.&lt;br /&gt;
|-&lt;br /&gt;
|CAREFUL CASTING II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Careful Casting&lt;br /&gt;
|You can no longer trigger backlash, and your Critical Casts do not cost fewer SP or restore SP.&lt;br /&gt;
|-&lt;br /&gt;
|CAREFUL CASTING III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Careful Casting II&lt;br /&gt;
|You may now choose if you are carefully casting Spells or not. When you use Careful Cast, you cannot trigger backlash and your critical casts do not cost fewer SP. You must declare this before rolling.&lt;br /&gt;
|-&lt;br /&gt;
|WELLSPRING TAP&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Prerequisites: Sorcery Focus&lt;br /&gt;
Incompatible: Careful Casting&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 5 SP, you regain that amount of SP.&lt;br /&gt;
|-&lt;br /&gt;
|WELLSPRING TAP II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Wellspring Tap&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 10 SP, you regain that amount of SP.&lt;br /&gt;
|-&lt;br /&gt;
|WELLSPRING TAP III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Wellspring Tap II&lt;br /&gt;
|You regain 1d4+LUCK HP when you critically cast.&lt;br /&gt;
|-&lt;br /&gt;
|CAREFUL CASTING - CANTRIPS&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Sorcery 4&lt;br /&gt;
|You can now carefully cast cantrips. You must declare if you are carefully casting before you roll. You gain no benefit from critically hitting on a carefully cast cantrip, and cannot trigger backlash when doing so.&lt;br /&gt;
|-&lt;br /&gt;
|INERTIA&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Careful Casting - Cantrips&lt;br /&gt;
|When you are the victim of a critical hit or critical cast, you regain 1d10 SP.&lt;br /&gt;
|-&lt;br /&gt;
|CANTRIP FOCUS&lt;br /&gt;
|Mage, Sorcery &lt;br /&gt;
|Inertia&lt;br /&gt;
|When you are carefully casting a cantrip, you gain TA.&lt;br /&gt;
|-&lt;br /&gt;
|CANTRIP FOCUS II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (2 total from this feature).&lt;br /&gt;
|-&lt;br /&gt;
|CANTRIP FOCUS III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus II&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (3 total from this feature).&lt;br /&gt;
|-&lt;br /&gt;
|CANTRIP FOCUS IV&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus III&lt;br /&gt;
|You can now add your half your INT to your cantrip damage.&lt;br /&gt;
|-&lt;br /&gt;
|CANTRIP FOCUS V&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Cantrip Focus IV&lt;br /&gt;
|You can now critically cast on cantrips, but cannot trigger backlash on cantrips.&lt;br /&gt;
|-&lt;br /&gt;
|UNSTABLE CASTING&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Inertia&lt;br /&gt;
|You critically cast on a 19-20, and trigger backlash on a 1-2.&lt;br /&gt;
|-&lt;br /&gt;
|UNSTABLE CASTING II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting&lt;br /&gt;
|You critically cast on a 18-20, and trigger backlash on a 1-3.&lt;br /&gt;
|-&lt;br /&gt;
|UNSTABLE CASTING III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting II&lt;br /&gt;
|You critically cast on a 17-20, and trigger backlash on a 1-4.&lt;br /&gt;
|-&lt;br /&gt;
|UNSTABLE CASTING IV&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting III&lt;br /&gt;
|You critically cast on a 16-20, and trigger backlash on a 1-5.&lt;br /&gt;
|-&lt;br /&gt;
|UNSTABLE CASTING V&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Unstable Casting IV&lt;br /&gt;
|Unstable Cast becomes an ability and you can declare if you are casting normally or using Unstable Cast. If you are casting normally, you crit on a 20 and backlash on a 1, unless you are carefully casting.&lt;br /&gt;
|-&lt;br /&gt;
|EXPLOSIVE CRITICAL&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Sorcery 11&lt;br /&gt;
|Your cantrip Crits deal critical damage as if they were a physical attack.&lt;br /&gt;
|-&lt;br /&gt;
|EXPLOSIVE CRITICAL II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your cantrip Crits may also deal the same damage to one additional target that is within 5 ft of your target.&lt;br /&gt;
|-&lt;br /&gt;
|EXPLOSIVE CRITICAL III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Explosive Critical II&lt;br /&gt;
|Your cantrip Crits cause your damage dice to explode. You may indefinitely reroll any damage dice that landed on their maximum possible damage (such as a 6 on a d6) and add that to the total damage.&lt;br /&gt;
|-&lt;br /&gt;
|INERTIA II&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your next cantrip automatically Crits after you are the victim of a critical hit.&lt;br /&gt;
|-&lt;br /&gt;
|INERTIA III&lt;br /&gt;
|Mage, Sorcery&lt;br /&gt;
|Inertia II&lt;br /&gt;
|When you are the victim of a critical hit, you explode with your choice of fire, cold, or necrotic damage. Dealing 1d10+INT damage of that type to all creatures within 5 ft of you, including friendly creatures.&lt;br /&gt;
|-&lt;br /&gt;
|GRAND SORCERER&lt;br /&gt;
|Mage, Sorcery, Capstone&lt;br /&gt;
|Sorcery 14&lt;br /&gt;
|You are a battle hardened sorcerer of great renown, capable of harnessing the destructive power of the Fundamental Wellspring to turn the tide of a battle. Generals and monarchs would pay high sums or large favors to earn your support in a conflict.&lt;br /&gt;
Backlash no longer ends your turn, and you now regain 1 AP when you critically cast. &lt;br /&gt;
Level 30: You can spend 1 LUCK point to reroll all of your damage dice.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==='''TOME WIZARD TRACK'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Abitlity&lt;br /&gt;
|-&lt;br /&gt;
|AWAKENED SPELLBOOK&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can no longer be separated from your Spellbook as it becomes partially ethereal, gains limited sentience, and has the ability to hover nearby. In this form, the Awakened Spellbook cannot be targeted and occupies the same space as you. You gain +1 to all your mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
|SPELL SCRIBE&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook&lt;br /&gt;
|Your Spellbook can produce an enchanted vellum. You can cast a spell you know on this vellum, which causes it to become a spell scroll. While there is an active scroll, you can not cast that spell normally. Any creature can use this spell scroll to cast the spell using the required AP without expending SP. When cast, the vellum dissolves and you can cast the spell normally again.&lt;br /&gt;
If the SPC of the spell is over 16, the user of the scroll must make an INT/Arcana check after spending the required AP. The creature must beat a DC of 10+(the spell’s SPC/2). On a fail, the spell fizzles and the vellum dissolves. Your Spellbook can only produce one enchanted vellum a day, regaining the ability to do so after Taking a Rest. It cannot produce an enchanted vellum while there is another enchanted vellum or spell scroll available.&lt;br /&gt;
|-&lt;br /&gt;
|AWAKENED SPELL BOOK II&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. Your Awakened Spellbook can now occupy any space within 15 ft of you, and any spells that you cast can originate from you or the Awakened Spellbook. If you move more than 15 ft away, the book hovers back to occupy the same space as the caster automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire. You gain another +1 to your mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
|SPELL SCRIBE II&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook II&lt;br /&gt;
|You can now have two spell scrolls or enchanted vellums active at a time. Your Spellbook still only produces one per day.&lt;br /&gt;
|-&lt;br /&gt;
|TOME FAMILIAR&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Scribe II&lt;br /&gt;
|Your Awakened Spellbook can now be 30 ft from you without being recalled to the space you occupy. It can now fulfill the LoS and LoE requirements for spells that originate from it. You must still perform any gesture or verbal components.&lt;br /&gt;
|-&lt;br /&gt;
|AWAKENED SPELL BOOK III&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Tome Familiar&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can imbue the mote of a spell that you captured through the Steal Spell spell into your spellbook, instead of casting it. When imbued in this way, that spell becomes an Arcane spell for you until you replace it with another stolen spell.&lt;br /&gt;
|-&lt;br /&gt;
|TOME FAMILIAR II&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook III&lt;br /&gt;
|Your Awakened Spellbook can now be 120 ft from you without being recalled to the space you occupy, and can hover up to 30 ft in the air. Gain the Joint Cast ability.&lt;br /&gt;
'''Joint Cast''' When you are casting a cantrip, your Awakened Spellbook can duplicate that cantrip on a target of its own, or the same target, assuming all other [[conditions]] of the cantrip are met. (3/Rest)&lt;br /&gt;
|-&lt;br /&gt;
|SPELLSTEALING&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Tome Familiar II&lt;br /&gt;
|You gain an additional slot for stolen spells (Currently 2 total from this track).&lt;br /&gt;
|-&lt;br /&gt;
|SPELL THIEF&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spellstealing&lt;br /&gt;
|You gain a +5 bonus to your Steal Spell rolls.&lt;br /&gt;
|-&lt;br /&gt;
|AWAKENED SPELL BOOK IV&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell [[Thief]]&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast multiple Arcane Rituals: 2/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|SPELLSTEALING II&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|You gain an additional slot for Stolen Spells (Currently three total from this track).&lt;br /&gt;
|-&lt;br /&gt;
|SPELL SCRIBE III&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spellstealing II&lt;br /&gt;
|The roll others must make to use your scroll can no longer be higher than 15.&lt;br /&gt;
|-&lt;br /&gt;
|SPELLSTEALING III&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spell Scribe III&lt;br /&gt;
|You learn one of the following of your choice: &lt;br /&gt;
[[Divine]] ritual&lt;br /&gt;
[[Occult]] ritual&lt;br /&gt;
[[Primal]] invocation&lt;br /&gt;
[[Psionic]] invocation&lt;br /&gt;
Psionic meditation&lt;br /&gt;
If your choice has a tier or power requirement, roll an INT/Arcana check, the DC of which is 10+ double the Tier if primal or psionic, or 10+ the Divine or Occult power requirement if divine or occult. If you fail this check, you may never attempt to cast it again, and must make a new selection in its place. This spot in your spellbook does not count towards your three Stolen Spell slots.&lt;br /&gt;
|-&lt;br /&gt;
|AWAKENED SPELL BOOK V&lt;br /&gt;
|Mage, Tome Wizard&lt;br /&gt;
|Spellstealing III&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast more Arcane Rituals: 3/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|TOME WIZARD&lt;br /&gt;
|Mage, Tome Wizard, Capstone&lt;br /&gt;
|Awakened Spellbook V&lt;br /&gt;
|Your spellbook fully awakens, gaining its own personality. It is intensely loyal to you while you treat it well. You can use&lt;br /&gt;
your Grimoire spell on it freely for the purposes of storing information, targeting a page instead, and you can choose whether or not you forget the information stored inside. Additionally, you gain another slot for Stolen Spells (four total) and an additional enchanted vellum (three total).&lt;br /&gt;
Level 30: If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Occult&amp;diff=1139</id>
		<title>Occult</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Occult&amp;diff=1139"/>
		<updated>2023-11-21T21:07:03Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Through fell ritual and careful experimentation, occult casters can augment their Essence by pulling Essence directly from planar entities. This is dangerous - if these entities become aware of the theft, they can be powerful enemies - but if they do not notice, the power becomes the cultist’s to do with as they see fit. This augmentation of one’s Essence through tapping into the Essence of others is the heart of the Occult Source.&lt;br /&gt;
&lt;br /&gt;
=== The Toll of Occultism ===&lt;br /&gt;
The draw of occultism is great: by manipulating one’s own essence, one’s own soul, a caster is beholden to nobody but themself. But this extreme individualism comes with dire threat: it is easy to overreach. A caster might lose themself to dark rituals, so focused on altering their soul that they become unrecognizable to who they were before they made such augmentations.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one might draw so much power from a powerful planar entity that the entity becomes aware of the attempts to siphon power. Generally, these powerful beings will not retaliate beyond causing a spell, ritual, or chant to backfire, but occasionally a being of great power might hold a grudge against the caster or try to force the caster into their service.&lt;br /&gt;
&lt;br /&gt;
=== Occultism and Personality ===&lt;br /&gt;
As an occult caster draws more and more power into themselves and alters their own soul with ever greater abandon, they might undergo profound personality changes. In all but the rarest of cases, these personality changes are a negative transformation. Whatever a caster’s greatest vice prior to dabbling in occultism, it is likely to get accentuated. Power-hungry casters grow lustful for absolute power. Greedy casters become miserly copper-pinchers. Gluttonous casters might become wildly and destructively hedonistic.&lt;br /&gt;
&lt;br /&gt;
Casters that stay in touch with their positive emotions can stave off the worst of these changes. Keeping a strong circle of friends around you and pursuing a wide variety of wholesome activities makes you less susceptible to the corrupting nature of occult magic.&lt;br /&gt;
&lt;br /&gt;
=== Relationship With Divinity ===&lt;br /&gt;
Occult casters often steal power from [[divine]] beings, but do not confuse this with divine magic. While divine casters enter into carefully negotiated contracts with their patron deities, or they are rewarded for devout worship with magical favors, occult casters have no form of covenant with the deities from whom they draw power. A divine caster might find it challenging to draw power from multiple gods if the gods don’t get along with one another, but an occult caster has no such inhibitions, as the gods themselves are often unaware of the slivers of power that the occultist steals.&lt;br /&gt;
&lt;br /&gt;
=== Occult Magic Types ===&lt;br /&gt;
In addition to spells, occult casters might learn chants or rituals.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Chants cost no SP and you can use them as many times as you wish.&lt;br /&gt;
&lt;br /&gt;
'''Ritual.''' Rituals take quite a long time to cast, and each ritual will specify how frequently you can cast it.&lt;br /&gt;
&lt;br /&gt;
=== Occult Tags ===&lt;br /&gt;
These tags are referenced by some occult magical abilities.&lt;br /&gt;
&lt;br /&gt;
==== Occult Power ====&lt;br /&gt;
Occult power is the total number of talent points you have spent on occult talents as a result of leveling up, in addition to the number of talent points you have spent in certain classes or stacks. These classes or stacks will specify that they contribute to Occult Power.&lt;br /&gt;
&lt;br /&gt;
==== Curse and Charm ====&lt;br /&gt;
Curse and Charm are tags that denote an effect that lingers with its target for the magic’s duration, even if an effect would normally dispel or suppress magic.&lt;br /&gt;
&lt;br /&gt;
==== Incantation ====&lt;br /&gt;
If a spell has the Incantation tag, the spell’s effects can&lt;br /&gt;
&lt;br /&gt;
be extended if you spend a smaller amount of AP on subsequent rounds, but these spells still have a maximum duration. If you neglect to spend the required Incantation AP at any point on subsequent turns, then the spell ends; you must spend SP again to recast the spell if you wish to renew the effects.&lt;br /&gt;
&lt;br /&gt;
This might look like: ''Incantation (1 AP; max 10 minutes)'' - this means that after you initially cast the spell, you must spend 1 AP on your next turn if you want to keep the spell going. If you keep the spell going for 10 minutes, then it expires at that point.&lt;br /&gt;
&lt;br /&gt;
==== Ritualize ====&lt;br /&gt;
This tag means that the spell can be cast as a ritual, which does not expend SP. Each spell with an incantation tag will specify how many times it can be used as a ritual, and when you regain the ability to do so.&lt;br /&gt;
&lt;br /&gt;
==== Dark Power ====&lt;br /&gt;
Dark Power is a tag attached to certain chants, rituals, and spells. These magical abilities come with a risk of being temporarily or permanently altered or corrupted in some way, specified within each ability.&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Psionic&amp;diff=1138</id>
		<title>Psionic</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Psionic&amp;diff=1138"/>
		<updated>2023-11-21T21:04:49Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Psionic magic draws from the inherent power within one’s very soul: their Essence. Individuals who are sensitive to this power often manifest it at a very young age, although few know [[how to]] spot and develop those early signs of psionic latency.&lt;br /&gt;
&lt;br /&gt;
A psion, once identified, often enters the care of a faction, and these factions regularly compete with each other to increase their ranks. The competition is usually friendly. The factions of psions are referred to as “Wings” within their own ranks. Despite differing goals, their unique nature as hyper-empaths and telepathic abilities have resulted in an affinity between them that outshines their connection with non-latents.&lt;br /&gt;
&lt;br /&gt;
=== The Cabinet ===&lt;br /&gt;
The Cabinet is a secret council of twelve formidable psions who oversee hundreds of latents. Neutral advisors to many kingdoms, The Cabinet’s representatives are dispersed across Ancerra, serving as translators, diplomats, adjudicators, and long-distance telepathic communicators. The presence of a Cabinet representative is a symbol of status, and kingdoms, nobles, and guilds alike pay handsomely for their services.&lt;br /&gt;
&lt;br /&gt;
=== Lights From Below ===&lt;br /&gt;
Lights From Below, colloquially known as Lebellos or Elbes, is a smaller Wing of psions dedicated to improving Ancerra. The Lights from Below construct bridges, dig wells, and fight bandits and monsters, taking only enough coin to reach their next destination. While traveling, they nurture young latents, and their headquarters, the Hall of Heroes, is a massive hall carved into a mountain face. It is filled with statues and murals that depict heroes from the Light from Below and their famous adventures.&lt;br /&gt;
&lt;br /&gt;
=== The Fixers ===&lt;br /&gt;
One of the largest Wings is The Fixers, with thousands of latents throughout Ancerra. Their primary function is to hunt monsters and collect bounties.&lt;br /&gt;
&lt;br /&gt;
=== Psionic Aptitudes ===&lt;br /&gt;
Psionic Aptitudes are unique subcategories of psionic magic. Psionic casters typically focus on one Aptitude and greatly increase their power within it.&lt;br /&gt;
&lt;br /&gt;
'''Clairsentience''' is the psionic aptitude that allows one to master one’s senses and perceive outside of those senses and self.&lt;br /&gt;
&lt;br /&gt;
'''Psychokinetics''' is the manipulation and mastery of existing physical matter.&lt;br /&gt;
&lt;br /&gt;
'''Metacreativity''' taps into the space between space, The Pale, to draw and shape essence, manifesting semi-physical objects and creatures.&lt;br /&gt;
&lt;br /&gt;
'''Telepathy''' is mental communication such as traditional telepathy, empathy, mind-reading, and manipulation of thought and perception.&lt;br /&gt;
&lt;br /&gt;
'''Psychometabolics''' is the ultimate attunement with one’s own body, and the ability to push it past its physical limits, and even morph and shape it.&lt;br /&gt;
&lt;br /&gt;
'''Psychovillainy''' is the forbidden art of charm and compulsion.&lt;br /&gt;
&lt;br /&gt;
=== Psychovillainy ===&lt;br /&gt;
Some psionic abilities are agreed upon to be unethical as they subvert the free will of other creatures. Such magic is known as psychovillainy. Use of such magic would likely result in an investigation and perhaps even banishment from one’s own Psionic Wing. Depending on the degree of the offense, the latent may be shunned from the other wings, leaving them with no choice but take solace with the other psions of their kind: The Syndicate, a secretive Wing of exiled and banned psions who care for each other and work as mercenaries and sellswords across Ancerra.&lt;br /&gt;
&lt;br /&gt;
Generally, telepaths find themselves most tempted by the forbidden arts, and many telepathy spells ride a thin line between acceptable and forbidden.&lt;br /&gt;
&lt;br /&gt;
=== Psionic Magic Types ===&lt;br /&gt;
In addition to spells, psionic casters might learn invocations. &lt;br /&gt;
&lt;br /&gt;
'''Invocation.''' If you know any invocations, you may cast invocations a number of times equal to your Psionic Tier. This resets when you Take a Rest.&lt;br /&gt;
&lt;br /&gt;
'''Spell.''' Spells follow the normal rules.&lt;br /&gt;
&lt;br /&gt;
=== Psionic Tags ===&lt;br /&gt;
These tags are referenced by some psionic spells and invocations.&lt;br /&gt;
&lt;br /&gt;
==== Psionic Power ====&lt;br /&gt;
Your Psionic Power is the total number of talent points you have spent on psionic talents as a result of leveling up, along with the number of talent points you have spent in certain classes or stacks. These classes or stacks will specify that they contribute to Psionic Power.&lt;br /&gt;
&lt;br /&gt;
==== Psionic Tier ====&lt;br /&gt;
Your Psionic Tier increases at varying increments of Psionic Power, as shown on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Psionic Power&lt;br /&gt;
!Psionic Tier&lt;br /&gt;
|-&lt;br /&gt;
|1-3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4-7&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8-11&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|12-15&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|20+&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
Your Psionic Tier determines how many times you can use invocations each day.&lt;br /&gt;
&lt;br /&gt;
==== Aptitude ====&lt;br /&gt;
When you take the Adept of the Psionic talent, choose one Aptitude: Clairsentience, Psychokinetics, Metacreativity, Telepathy, or Psychometabolics.&lt;br /&gt;
&lt;br /&gt;
==== Manifestation ====&lt;br /&gt;
A Spell with the Manifestation tag costs 0 SP for psions who have the corresponding Aptitude (although upcharging still&lt;br /&gt;
&lt;br /&gt;
requires SP).&lt;br /&gt;
&lt;br /&gt;
==== Concentration ====&lt;br /&gt;
Spells with the Concentration tag require a lot of mental focus to keep running; thus, only one can be active at a time. If you take [[damage]] while doing this, you must make a Concentration check: 1d20+END. The DC of the check is 1⁄2 the amount of damage that you took.&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Primal&amp;diff=1137</id>
		<title>Primal</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Primal&amp;diff=1137"/>
		<updated>2023-11-21T21:02:42Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fundamental Wellspring, having created both magic and matter, is also responsible for the creation of the planes of existence. The Everwilds are a particularly chaotic soup of energy gone wild. As the archfae came about, they encouraged the chaos, fanning the flames of magical power in the Everwilds to run absolutely amok. It has self- perpetuated itself and diffused over that particular plane of existence to the point where it is its own self-contained, self-propagating source of magic: the Primal Source.&lt;br /&gt;
&lt;br /&gt;
==== The Everwilds ====&lt;br /&gt;
The Everwilds is a plane of existence that was created by the coalescence of ambient [[arcane]] magic. Because it has diffused and stabilized over many thousands of years, the Primal Source is safer to access than tapping into the Arcane Source directly. Conversely, the Primal Source has fewer applications than the Arcane Source.&lt;br /&gt;
&lt;br /&gt;
The Everwilds are known for wildly dramatic weather patterns, nature runs absolutely rampant, and the whimsical and malevolent Archfae who make their home in this plane (basic information on the Archfae can be found in the [[Divine]] Source). A couple of the most notable groups that practice Primal magic are noted below.&lt;br /&gt;
&lt;br /&gt;
==== The Storm Conclave ====&lt;br /&gt;
The Storm Conclave are vengeful naturalists trying to burn down society and return everyone to hunter-gatherer lifestyles, the way that they believe nature intended. They especially target international trading groups or popular routes utilized by intercity merchants, trying to destabilize the veins of modern living and return the world to its days of glory.&lt;br /&gt;
&lt;br /&gt;
==== The Haven Conclave ====&lt;br /&gt;
The Haven Conclave are guides and sentinels. Their cloisters offer shelter and solace from the storm. Their rangers and oracles stand on the edges of the more depraved elements of wilderness, defending innocent humanoids and beasts alike from unnatural threats. Others might offer their services as guides to merchants or adventuring parties struggling to navigate a fearsome land.&lt;br /&gt;
&lt;br /&gt;
=== Primal Magic Types ===&lt;br /&gt;
In addition to spells, primal casters can learn chants and invocations.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Chants cost no SP and you can use them as many times as you wish.&lt;br /&gt;
&lt;br /&gt;
'''Invocation.''' If you know any invocations, you may cast invocations a number of times equal to your Primal Tier. This resets each time you Take a Rest.&lt;br /&gt;
&lt;br /&gt;
=== Primal Tags ===&lt;br /&gt;
These tags are referenced by some primal magic abilities.&lt;br /&gt;
&lt;br /&gt;
==== Emotion, Nature, and Weather ====&lt;br /&gt;
These are a set of three tags that reflect the aspect of the Everwilds that a given magical ability represents. Every primal magical ability has one of these tags. This has no effect on the magical ability itself, but some talents reference these tags.&lt;br /&gt;
&lt;br /&gt;
==== Extrinsic and Intrinsic ====&lt;br /&gt;
These tags reflect whether a magical ability affects the world around you or simply bolsters your own abilities in some way. Every primal magical ability has one of these tags. This has no effect on the ability itself, but some talents will reference these tags.&lt;br /&gt;
&lt;br /&gt;
==== Primal Power ====&lt;br /&gt;
Your Primal Power is the total number of talent points you have spent on primal talents as a result of leveling up. Some classes or class stacks also grant you Primal Power; each class or stack will specify this.&lt;br /&gt;
&lt;br /&gt;
==== Primal Tier ====&lt;br /&gt;
Your Primal Tier increases at varying increments of Primal Power, as shown on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Primal Power&lt;br /&gt;
!Primal Tier&lt;br /&gt;
|-&lt;br /&gt;
|1-2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3-4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|5-7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|8-12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13-20&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|21+&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
Your Primal Tier affects both your chants and your invocations. Chants gain power based on your Primal Tier, and if you know any invocations, then you may cast a number of invocations per day equal to your Primal Tier.&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Primal&amp;diff=1136</id>
		<title>Primal</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Primal&amp;diff=1136"/>
		<updated>2023-11-21T21:02:21Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fundamental Wellspring, having created both magic and matter, is also responsible for the creation of the planes of existence. The Everwilds are a particularly chaotic soup of energy gone wild. As the archfae came about, they encouraged the chaos, fanning the flames of magical power in the Everwilds to run absolutely amok. It has self- perpetuated itself and diffused over that particular plane of existence to the point where it is its own self-contained, self-propagating source of magic: the Primal Source.&lt;br /&gt;
&lt;br /&gt;
==== The Everwilds ====&lt;br /&gt;
The Everwilds is a plane of existence that was created by the coalescence of ambient [[arcane]] magic. Because it has diffused and stabilized over many thousands of years, the Primal Source is safer to access than tapping into the Arcane Source directly. Conversely, the Primal Source has fewer applications than the Arcane Source.&lt;br /&gt;
&lt;br /&gt;
The Everwilds are known for wildly dramatic weather patterns, nature runs absolutely rampant, and the whimsical and malevolent Archfae who make their home in this plane (basic information on the Archfae can be found in the [[Divine]] Source). A couple of the most notable groups that practice Primal magic are noted below.&lt;br /&gt;
&lt;br /&gt;
==== The Storm Conclave ====&lt;br /&gt;
The Storm Conclave are vengeful naturalists trying to burn down society and return everyone to hunter-gatherer lifestyles, the way that they believe nature intended. They especially target international trading groups or popular routes utilized by intercity merchants, trying to destabilize the veins of modern living and return the world to its days of glory.&lt;br /&gt;
&lt;br /&gt;
==== The Haven Conclave ====&lt;br /&gt;
The Haven Conclave are guides and sentinels. Their cloisters offer shelter and solace from the storm. Their rangers and oracles stand on the edges of the more depraved elements of wilderness, defending innocent humanoids and beasts alike from unnatural threats. Others might offer their services as guides to merchants or adventuring parties struggling to navigate a fearsome land.&lt;br /&gt;
&lt;br /&gt;
=== Primal Magic Types ===&lt;br /&gt;
In addition to spells, primal casters can learn chants and invocations.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Chants cost no SP and you can use them as many times as you wish.&lt;br /&gt;
&lt;br /&gt;
'''Invocation.''' If you know any invocations, you may cast invocations a number of times equal to your Primal Tier. This resets each time you Take a Rest.&lt;br /&gt;
&lt;br /&gt;
=== Primal Tags ===&lt;br /&gt;
These tags are referenced by some primal magic abilities.&lt;br /&gt;
&lt;br /&gt;
==== Emotion, Nature, and Weather ====&lt;br /&gt;
These are a set of three tags that reflect the aspect of the Everwilds that a given magical ability represents. Every primal magical ability has one of these tags. This has no effect on the magical ability itself, but some talents reference these tags.&lt;br /&gt;
&lt;br /&gt;
==== Extrinsic and Intrinsic ====&lt;br /&gt;
These tags reflect whether a magical ability affects the world around you or simply bolsters your own abilities in some way. Every primal magical ability has one of these tags. This has no effect on the ability itself, but some talents will reference these tags.&lt;br /&gt;
&lt;br /&gt;
=== Primal Power ===&lt;br /&gt;
Your Primal Power is the total number of talent points you have spent on primal talents as a result of leveling up. Some classes or class stacks also grant you Primal Power; each class or stack will specify this.&lt;br /&gt;
&lt;br /&gt;
==== Primal Tier ====&lt;br /&gt;
Your Primal Tier increases at varying increments of Primal Power, as shown on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Primal Power&lt;br /&gt;
!Primal Tier&lt;br /&gt;
|-&lt;br /&gt;
|1-2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3-4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|5-7&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|8-12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13-20&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|21+&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
Your Primal Tier affects both your chants and your invocations. Chants gain power based on your Primal Tier, and if you know any invocations, then you may cast a number of invocations per day equal to your Primal Tier.&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_in_MythCraft&amp;diff=1135</id>
		<title>Magic in MythCraft</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_in_MythCraft&amp;diff=1135"/>
		<updated>2023-11-21T21:00:43Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are five Sources of magic, each of which work a little bit differently. After providing basic rules for magic as a whole, this chapter details each Source of Magic, first by their lore, and then by the abilities you can learn with that Source of Magic.&lt;br /&gt;
&lt;br /&gt;
=== '''Magic Overview''' ===&lt;br /&gt;
These rules apply to each Source of Magic.&lt;br /&gt;
&lt;br /&gt;
==== Spell Points ====&lt;br /&gt;
All spells refer to a “Spell Point Cost” (SPC) and “Spell Points” (SP).&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, you must spend both the spell’s APC (Action Point Cost) and its SPC. If you cannot, then you are unable to cast the spell. Each time you cast a spell, subtract its SPC from your current amount of SP.&lt;br /&gt;
&lt;br /&gt;
You have a maximum amount of SP determined by the magic talents and class talents that you have taken. You regain all expended SP when you Take a Rest (see p. 332).&lt;br /&gt;
&lt;br /&gt;
==== Conjuring ====&lt;br /&gt;
Some spells have the Conjuring tag. These spells must be cast over multiple rounds. “Conjuring 1” means that you must spend at least one full round conjuring the spell. Rounds are counted at the beginning of your turn, meaning that even if you move and then start conjuring a spell, at the start of your next turn you are considered to have spent 1 full round conjuring.&lt;br /&gt;
&lt;br /&gt;
Your spell activates the moment that you have met both the number of conjuring rounds needed, and have spent enough AP to cast the spell.&lt;br /&gt;
&lt;br /&gt;
(e.g., if you cast a spell with Conjuring 1 that needs 3 AP, and you spend 3 AP on it on your turn, it triggers immediately on your next turn as it will at that point meet the Conjuring 1 requirement. Alternatively, if you cast a spell with Conjuring 1 that needs 6 AP, and you spend 3 AP on it on your turn, it triggers immediately after you spend enough AP on your next turn to complete it.)&lt;br /&gt;
&lt;br /&gt;
While conjuring, you may not move or spend any AP or reactive AP on anything other than conjuring the spell in question.&lt;br /&gt;
&lt;br /&gt;
If you take [[damage]] while conjuring, make a d20 roll and add your Magic Attribute. If you roll lower than a 10, the spell fails. You do not expend any SP. Even if you had AP, you lose all AP until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Upcharging ====&lt;br /&gt;
Some spells will give you the option to make them more powerful by upcharging them. This involves spending additional AP and/or SP. This additional AP and/or SP must be spent when you initially cast the spell in order to upcharge it. If you upcharge a spell but the spell fails, you still lose the upcharged SP, even if the spell lets you retain the base amount of SP on a fail.&lt;br /&gt;
&lt;br /&gt;
==== Gesture, Verbal, Visual ====&lt;br /&gt;
Many magical abilities require some combination of gestures, verbal components, and the ability to see your target.&lt;br /&gt;
&lt;br /&gt;
'''Gesture.''' If you cannot move your arms or relevant appendages, you cannot cast magic with a gesture requirement.&lt;br /&gt;
&lt;br /&gt;
'''Verbal.''' If you cannot speak, you cannot cast magic with a verbal requirement.&lt;br /&gt;
&lt;br /&gt;
'''Visual.''' If you cannot see your target or the area you’re trying to affect, you cannot cast magic with a visual requirement.&lt;br /&gt;
&lt;br /&gt;
==== Lines of Sight and Effect ====&lt;br /&gt;
Sometimes, magic will specify that you need Line of Sight (LoS) or Line of Effect (LoE).&lt;br /&gt;
&lt;br /&gt;
'''Line of Sight''' means that nothing can obscure your vision between you and the target of your magic. This means that even if you meet the visual requirement to cast magic, but obscuring phenomena such as fog or mist is in the way, you cannot use this particular magic. However, if a pane of glass or a transparent force field is between you and your target, you can still cast the magic.&lt;br /&gt;
&lt;br /&gt;
'''Line of Effect''' means that no physical barriers may stand between you and the target of your magic. This means that obscuring phenomena such as fog does not block your magic, but a pane of glass or a transparent force field would block your magic as it breaks LoE.&lt;br /&gt;
&lt;br /&gt;
==== Area of Effect ====&lt;br /&gt;
Some Spells and magical effects specify that they affect an area, such as a radius, cone, or line. To determine the Area of Effect (AOE) of a magical ability, you can use the following guidelines.&lt;br /&gt;
&lt;br /&gt;
'''Cone.''' A cone originates from the spellcaster (on a side&lt;br /&gt;
&lt;br /&gt;
or corner of the square that they occupy). The width of the cone is equal to the distance that it is from the caster. (For example, at 5 ft away from the caster, a cone is 5 ft wide. At&lt;br /&gt;
&lt;br /&gt;
15 ft away from a caster, a cone is 15 ft wide.) The magical effect affects all spaces on the battle map that are at least half covered.&lt;br /&gt;
&lt;br /&gt;
'''Line.''' Choose a point adjacent to you, and another point a number of ft away specified by the magical effect. Draw a line to connect those two points. Any space on the battle map that the line enters is affected.&lt;br /&gt;
&lt;br /&gt;
'''Radius.''' Every space on the battlemap that is within the radius of the magical effect and is at least half covered is affected.&lt;br /&gt;
&lt;br /&gt;
==== Reactive Casting ====&lt;br /&gt;
A spell’s APC will specify if it can be cast reactively.&lt;br /&gt;
&lt;br /&gt;
==== Cantrips, Chants, and Prayers ====&lt;br /&gt;
Cantrips, chants, and prayers are unique magical powers that you might learn. These powers cost 0 SP to cast and you can cast them as many times per day as you wish. When you reach certain power levels, the power of cantrips, chants, or prayers become stronger.&lt;br /&gt;
&lt;br /&gt;
==== Rituals and Invocations ====&lt;br /&gt;
Rituals and invocations are magical abilities that take a significant amount of time to cast. Your specific Source of Magic will explain how often you can use rituals or invocations.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Sources ====&lt;br /&gt;
If you can use multiple sources of magic, then you choose one source to be your Primary Source. You can change this choice each time you level up, if you wish.&lt;br /&gt;
&lt;br /&gt;
All magic that you cast uses the magic attribute of your Primary Source, but halves your magic attribute when casting magic from a source that is not your Primary Source.&lt;br /&gt;
&lt;br /&gt;
'''Multiple Sources Example'''&lt;br /&gt;
&lt;br /&gt;
Jake wants to play a character that has both the [[Student]] of the [[Arcane]] and Initiate of the [[Occult]] talents. He chooses Arcane to be his Primary Source, meaning that INT is his magic attribute. If his INT&lt;br /&gt;
&lt;br /&gt;
is 4, then he has +4 to all magic rolls using [[Arcane Magic|Arcane magic]], and +2 to all magic rolls using Occult magic.&lt;br /&gt;
&lt;br /&gt;
==== Functions of Magic ====&lt;br /&gt;
The “functions” of magic refer to nine tags that spells and other magical effects will have. These tags are as follows.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Alchemy.''' Transforming a substance’s properties or physical composition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Altering.''' Teleportation magic and other magic that changes a subject’s relationship to the world around it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Divining.''' Predicting the future, seeing beyond the scope of one’s own senses, and the like.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchanting.''' Magically charming and manipulating a person’s emotions and thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|'''Evoking.''' Powerful [[elemental]] or energy attacks, healing energy, and similar flashy magical abilities.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illusory.''' Changing something’s appearance, or projecting false images that aren’t really there.&lt;br /&gt;
|-&lt;br /&gt;
|'''Necromancy.''' Raising the dead back to life, either through resurrection or as [[undead]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Summoning.''' Calling forth creatures from another plane to serve alongside you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Warding.''' Protecting yourself or others from harm.&lt;br /&gt;
|}&lt;br /&gt;
Every magical ability has one function. If an ability refers to a magical function or a function tag (e.g., “spells with the Enchanting tag”), they refer to these nine functions.&lt;br /&gt;
&lt;br /&gt;
=== '''Sources of Magic''' ===&lt;br /&gt;
The five Sources of Magic are inseparably linked. When This multiverse was created, the six creator gods used the Fundamental Wellspring to create matter, energy, and spirit.&lt;br /&gt;
&lt;br /&gt;
==== The Fundamental Wellspring ====&lt;br /&gt;
The Fundamental Wellspring is as essential to the workings of the multiverse - and as esoteric and difficult to explain - as gravity or wind. One can feel gravity’s effects, or see the rustling leaves when wind blows, but actually explaining what wind or gravity is can prove difficult for one who is not specifically learned in such matters. The Fundamental Wellspring is much the same. It is a spark of absolute energy, of tremendous power and splendor, and of spirit and consciousness. It radiated outward through the multiverse in its inception. This Fundamental Wellspring causes matter and energy to interact in strange, unpredictable ways; in short, the Fundamental Wellspring allows magic to exist in all its forms.&lt;br /&gt;
&lt;br /&gt;
==== Essence ====&lt;br /&gt;
Essence is the stuff of souls, the mental and spiritual&lt;br /&gt;
&lt;br /&gt;
waves pulsing out through the cosmos as a result of the Fundamental Wellspring. A spiritual energy that washes through the Celestial Sea in great currents, Essence comes together when a new living being is born. Over the course&lt;br /&gt;
&lt;br /&gt;
of the being’s life, their experiences and decisions might generate more Essence - the more change they instigate in the world, the greater the amount of Essence they create - so that when a creature dies, their soul departs greater than the sum of its original parts. The Essence of the deceased returns to the Celestial Sea and remains intact for some time - weeks, months, or even a couple years - before it begins to deteriorate, swirling through the endless expanse until it is drawn into a new living organism.&lt;br /&gt;
&lt;br /&gt;
==== The Five Sources ====&lt;br /&gt;
&amp;lt;u&amp;gt;[[Arcane]]&amp;lt;/u&amp;gt;''':''' The Arcane Source is the physical energy produced by Fundamental Wellspring itself. Casters that use [[Arcane Magic|arcane magic]] tap into the Fundamental Wellspring, using its mind-melting power to bend the world in accordance with their whims.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Divine]]&amp;lt;/u&amp;gt;''':''' The six creators are not the only gods in this multiverse. Indeed, they have an almost entirely hands-off approach to this particular iteration of creation, leaving the mundane affair of governing the multiverse to the deities born within it. Many deities exist within this multiverse, and they use [[Arcane Magic|Arcane magic]] beyond the scope of that which any mortal could hope to achieve. Mortals that use the [[Divine]] Source enter into a willing agreement with one or more deities to gain access to a sliver of that deity’s power. These agreements might be contractual in nature, or a devout worshiper might gain access to magic as a reward for their piety.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Primal]]&amp;lt;/u&amp;gt;''':''' Some of the ambient magic released by the Fundamental Wellspring coalesced into a single plane within the multiverse. Acting as a self-recharging battery, this plane’s magic eventually grew and evolved until it was distinct from arcane magic. This became the [[Primal]] Source of magic, originally contained within the plane known as the Everwilds. The Everwilds became the home of the fae and embodies three major aspects of existence: natural life, weather phenomena, and the height and depth of sapient emotion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Psionic]]&amp;lt;/u&amp;gt;''':''' While primal and divine magic can be traced back to arcane magic, the [[Psionic]] Source is altogether different. While arcane magic comes from the Fundamental Wellspring’s physical energy, psionic magic comes from the Fundamental Wellspring’s spiritual pulses. Psionic magic is the manipulation of one’s own Essence to impose their will on the world around them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Occult]]&amp;lt;/u&amp;gt;''':''' Like psionic casters, those who use the Occult Source deal in the power of Essence. However, rather than training and enhancing their own Essence, an occult caster will steal slivers of Essence from planar entities of tremendous power. Deities and similar creatures often do not immediately notice when trace amounts of their power are stolen, as this is infinitesimally small from their perspective while it gives significant power to the [[thief]]. However, occult casters must tread carefully, for if their thievery becomes known, the consequences are often dire.&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_in_MythCraft&amp;diff=1134</id>
		<title>Magic in MythCraft</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_in_MythCraft&amp;diff=1134"/>
		<updated>2023-11-21T20:59:14Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: minor convenience changes (readability in the magic source section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are five Sources of magic, each of which work a little bit differently. After providing basic rules for magic as a whole, this chapter details each Source of Magic, first by their lore, and then by the abilities you can learn with that Source of Magic.&lt;br /&gt;
&lt;br /&gt;
=== '''Magic Overview''' ===&lt;br /&gt;
These rules apply to each Source of Magic.&lt;br /&gt;
&lt;br /&gt;
==== Spell Points ====&lt;br /&gt;
All spells refer to a “Spell Point Cost” (SPC) and “Spell Points” (SP).&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, you must spend both the spell’s APC (Action Point Cost) and its SPC. If you cannot, then you are unable to cast the spell. Each time you cast a spell, subtract its SPC from your current amount of SP.&lt;br /&gt;
&lt;br /&gt;
You have a maximum amount of SP determined by the magic talents and class talents that you have taken. You regain all expended SP when you Take a Rest (see p. 332).&lt;br /&gt;
&lt;br /&gt;
==== Conjuring ====&lt;br /&gt;
Some spells have the Conjuring tag. These spells must be cast over multiple rounds. “Conjuring 1” means that you must spend at least one full round conjuring the spell. Rounds are counted at the beginning of your turn, meaning that even if you move and then start conjuring a spell, at the start of your next turn you are considered to have spent 1 full round conjuring.&lt;br /&gt;
&lt;br /&gt;
Your spell activates the moment that you have met both the number of conjuring rounds needed, and have spent enough AP to cast the spell.&lt;br /&gt;
&lt;br /&gt;
(e.g., if you cast a spell with Conjuring 1 that needs 3 AP, and you spend 3 AP on it on your turn, it triggers immediately on your next turn as it will at that point meet the Conjuring 1 requirement. Alternatively, if you cast a spell with Conjuring 1 that needs 6 AP, and you spend 3 AP on it on your turn, it triggers immediately after you spend enough AP on your next turn to complete it.)&lt;br /&gt;
&lt;br /&gt;
While conjuring, you may not move or spend any AP or reactive AP on anything other than conjuring the spell in question.&lt;br /&gt;
&lt;br /&gt;
If you take [[damage]] while conjuring, make a d20 roll and add your Magic Attribute. If you roll lower than a 10, the spell fails. You do not expend any SP. Even if you had AP, you lose all AP until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Upcharging ====&lt;br /&gt;
Some spells will give you the option to make them more powerful by upcharging them. This involves spending additional AP and/or SP. This additional AP and/or SP must be spent when you initially cast the spell in order to upcharge it. If you upcharge a spell but the spell fails, you still lose the upcharged SP, even if the spell lets you retain the base amount of SP on a fail.&lt;br /&gt;
&lt;br /&gt;
==== Gesture, Verbal, Visual ====&lt;br /&gt;
Many magical abilities require some combination of gestures, verbal components, and the ability to see your target.&lt;br /&gt;
&lt;br /&gt;
'''Gesture.''' If you cannot move your arms or relevant appendages, you cannot cast magic with a gesture requirement.&lt;br /&gt;
&lt;br /&gt;
'''Verbal.''' If you cannot speak, you cannot cast magic with a verbal requirement.&lt;br /&gt;
&lt;br /&gt;
'''Visual.''' If you cannot see your target or the area you’re trying to affect, you cannot cast magic with a visual requirement.&lt;br /&gt;
&lt;br /&gt;
==== Lines of Sight and Effect ====&lt;br /&gt;
Sometimes, magic will specify that you need Line of Sight (LoS) or Line of Effect (LoE).&lt;br /&gt;
&lt;br /&gt;
'''Line of Sight''' means that nothing can obscure your vision between you and the target of your magic. This means that even if you meet the visual requirement to cast magic, but obscuring phenomena such as fog or mist is in the way, you cannot use this particular magic. However, if a pane of glass or a transparent force field is between you and your target, you can still cast the magic.&lt;br /&gt;
&lt;br /&gt;
'''Line of Effect''' means that no physical barriers may stand between you and the target of your magic. This means that obscuring phenomena such as fog does not block your magic, but a pane of glass or a transparent force field would block your magic as it breaks LoE.&lt;br /&gt;
&lt;br /&gt;
==== Area of Effect ====&lt;br /&gt;
Some Spells and magical effects specify that they affect an area, such as a radius, cone, or line. To determine the Area of Effect (AOE) of a magical ability, you can use the following guidelines.&lt;br /&gt;
&lt;br /&gt;
'''Cone.''' A cone originates from the spellcaster (on a side&lt;br /&gt;
&lt;br /&gt;
or corner of the square that they occupy). The width of the cone is equal to the distance that it is from the caster. (For example, at 5 ft away from the caster, a cone is 5 ft wide. At&lt;br /&gt;
&lt;br /&gt;
15 ft away from a caster, a cone is 15 ft wide.) The magical effect affects all spaces on the battle map that are at least half covered.&lt;br /&gt;
&lt;br /&gt;
'''Line.''' Choose a point adjacent to you, and another point a number of ft away specified by the magical effect. Draw a line to connect those two points. Any space on the battle map that the line enters is affected.&lt;br /&gt;
&lt;br /&gt;
'''Radius.''' Every space on the battlemap that is within the radius of the magical effect and is at least half covered is affected.&lt;br /&gt;
&lt;br /&gt;
==== Reactive Casting ====&lt;br /&gt;
A spell’s APC will specify if it can be cast reactively.&lt;br /&gt;
&lt;br /&gt;
==== Cantrips, Chants, and Prayers ====&lt;br /&gt;
Cantrips, chants, and prayers are unique magical powers that you might learn. These powers cost 0 SP to cast and you can cast them as many times per day as you wish. When you reach certain power levels, the power of cantrips, chants, or prayers become stronger.&lt;br /&gt;
&lt;br /&gt;
==== Rituals and Invocations ====&lt;br /&gt;
Rituals and invocations are magical abilities that take a significant amount of time to cast. Your specific Source of Magic will explain how often you can use rituals or invocations.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Sources ====&lt;br /&gt;
If you can use multiple sources of magic, then you choose one source to be your Primary Source. You can change this choice each time you level up, if you wish.&lt;br /&gt;
&lt;br /&gt;
All magic that you cast uses the magic attribute of your Primary Source, but halves your magic attribute when casting magic from a source that is not your Primary Source.&lt;br /&gt;
&lt;br /&gt;
'''Multiple Sources Example'''&lt;br /&gt;
&lt;br /&gt;
Jake wants to play a character that has both the [[Student]] of the [[Arcane]] and Initiate of the [[Occult]] talents. He chooses Arcane to be his Primary Source, meaning that INT is his magic attribute. If his INT&lt;br /&gt;
&lt;br /&gt;
is 4, then he has +4 to all magic rolls using [[Arcane Magic|Arcane magic]], and +2 to all magic rolls using Occult magic.&lt;br /&gt;
&lt;br /&gt;
==== Functions of Magic ====&lt;br /&gt;
The “functions” of magic refer to nine tags that spells and other magical effects will have. These tags are as follows.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Alchemy.''' Transforming a substance’s properties or physical composition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Altering.''' Teleportation magic and other magic that changes a subject’s relationship to the world around it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Divining.''' Predicting the future, seeing beyond the scope of one’s own senses, and the like.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchanting.''' Magically charming and manipulating a person’s emotions and thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|'''Evoking.''' Powerful [[elemental]] or energy attacks, healing energy, and similar flashy magical abilities.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illusory.''' Changing something’s appearance, or projecting false images that aren’t really there.&lt;br /&gt;
|-&lt;br /&gt;
|'''Necromancy.''' Raising the dead back to life, either through resurrection or as [[undead]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Summoning.''' Calling forth creatures from another plane to serve alongside you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Warding.''' Protecting yourself or others from harm.&lt;br /&gt;
|}&lt;br /&gt;
Every magical ability has one function. If an ability refers to a magical function or a function tag (e.g., “spells with the Enchanting tag”), they refer to these nine functions.&lt;br /&gt;
&lt;br /&gt;
=== '''Sources of Magic''' ===&lt;br /&gt;
The five Sources of Magic are inseparably linked. When This multiverse was created, the six creator gods used the Fundamental Wellspring to create matter, energy, and spirit.&lt;br /&gt;
&lt;br /&gt;
==== The Fundamental Wellspring ====&lt;br /&gt;
The Fundamental Wellspring is as essential to the workings of the multiverse - and as esoteric and difficult to explain - as gravity or wind. One can feel gravity’s effects, or see the rustling leaves when wind blows, but actually explaining what wind or gravity is can prove difficult for one who is not specifically learned in such matters. The Fundamental Wellspring is much the same. It is a spark of absolute energy, of tremendous power and splendor, and of spirit and consciousness. It radiated outward through the multiverse in its inception. This Fundamental Wellspring causes matter and energy to interact in strange, unpredictable ways; in short, the Fundamental Wellspring allows magic to exist in all its forms.&lt;br /&gt;
&lt;br /&gt;
==== Essence ====&lt;br /&gt;
Essence is the stuff of souls, the mental and spiritual&lt;br /&gt;
&lt;br /&gt;
waves pulsing out through the cosmos as a result of the Fundamental Wellspring. A spiritual energy that washes through the Celestial Sea in great currents, Essence comes together when a new living being is born. Over the course&lt;br /&gt;
&lt;br /&gt;
of the being’s life, their experiences and decisions might generate more Essence - the more change they instigate in the world, the greater the amount of Essence they create - so that when a creature dies, their soul departs greater than the sum of its original parts. The Essence of the deceased returns to the Celestial Sea and remains intact for some time - weeks, months, or even a couple years - before it begins to deteriorate, swirling through the endless expanse until it is drawn into a new living organism.&lt;br /&gt;
&lt;br /&gt;
==== The Five Sources ====&lt;br /&gt;
'''Arcane:''' The Arcane Source is the physical energy produced by Fundamental Wellspring itself. Casters that use [[Arcane Magic|arcane magic]] tap into the Fundamental Wellspring, using its mind-melting power to bend the world in accordance with their whims.&lt;br /&gt;
&lt;br /&gt;
'''Divine:''' The six creators are not the only gods in this multiverse. Indeed, they have an almost entirely hands-off approach to this particular iteration of creation, leaving the mundane affair of governing the multiverse to the deities born within it. Many deities exist within this multiverse, and they use Arcane magic beyond the scope of that which any mortal could hope to achieve. Mortals that use the [[Divine]] Source enter into a willing agreement with one or more deities to gain access to a sliver of that deity’s power. These agreements might be contractual in nature, or a devout worshiper might gain access to magic as a reward for their piety.&lt;br /&gt;
&lt;br /&gt;
'''Primal:''' Some of the ambient magic released by the Fundamental Wellspring coalesced into a single plane within the multiverse. Acting as a self-recharging battery, this plane’s magic eventually grew and evolved until it was distinct from arcane magic. This became the [[Primal]] Source of magic, originally contained within the plane known as the Everwilds. The Everwilds became the home of the fae and embodies three major aspects of existence: natural life, weather phenomena, and the height and depth of sapient emotion.&lt;br /&gt;
&lt;br /&gt;
'''Psionic:''' While primal and divine magic can be traced back to arcane magic, the [[Psionic]] Source is altogether different. While arcane magic comes from the Fundamental Wellspring’s physical energy, psionic magic comes from the Fundamental Wellspring’s spiritual pulses. Psionic magic is the manipulation of one’s own Essence to impose their will on the world around them.&lt;br /&gt;
&lt;br /&gt;
'''Occult:''' Like psionic casters, those who use the Occult Source deal in the power of Essence. However, rather than training and enhancing their own Essence, an occult caster will steal slivers of Essence from planar entities of tremendous power. Deities and similar creatures often do not immediately notice when trace amounts of their power are stolen, as this is infinitesimally small from their perspective while it gives significant power to the [[thief]]. However, occult casters must tread carefully, for if their thievery becomes known, the consequences are often dire.&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_in_MythCraft&amp;diff=1133</id>
		<title>Magic in MythCraft</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_in_MythCraft&amp;diff=1133"/>
		<updated>2023-11-21T20:48:03Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are five Sources of magic, each of which work a little bit differently. After providing basic rules for magic as a whole, this chapter details each Source of Magic, first by their lore, and then by the abilities you can learn with that Source of Magic.&lt;br /&gt;
&lt;br /&gt;
=== '''Magic Overview''' ===&lt;br /&gt;
These rules apply to each Source of Magic.&lt;br /&gt;
&lt;br /&gt;
==== Spell Points ====&lt;br /&gt;
All spells refer to a “Spell Point Cost” (SPC) and “Spell Points” (SP).&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, you must spend both the spell’s APC (Action Point Cost) and its SPC. If you cannot, then you are unable to cast the spell. Each time you cast a spell, subtract its SPC from your current amount of SP.&lt;br /&gt;
&lt;br /&gt;
You have a maximum amount of SP determined by the magic talents and class talents that you have taken. You regain all expended SP when you Take a Rest (see p. 332).&lt;br /&gt;
&lt;br /&gt;
==== Conjuring ====&lt;br /&gt;
Some spells have the Conjuring tag. These spells must be cast over multiple rounds. “Conjuring 1” means that you must spend at least one full round conjuring the spell. Rounds are counted at the beginning of your turn, meaning that even if you move and then start conjuring a spell, at the start of your next turn you are considered to have spent 1 full round conjuring.&lt;br /&gt;
&lt;br /&gt;
Your spell activates the moment that you have met both the number of conjuring rounds needed, and have spent enough AP to cast the spell.&lt;br /&gt;
&lt;br /&gt;
(e.g., if you cast a spell with Conjuring 1 that needs 3 AP, and you spend 3 AP on it on your turn, it triggers immediately on your next turn as it will at that point meet the Conjuring 1 requirement. Alternatively, if you cast a spell with Conjuring 1 that needs 6 AP, and you spend 3 AP on it on your turn, it triggers immediately after you spend enough AP on your next turn to complete it.)&lt;br /&gt;
&lt;br /&gt;
While conjuring, you may not move or spend any AP or reactive AP on anything other than conjuring the spell in question.&lt;br /&gt;
&lt;br /&gt;
If you take [[damage]] while conjuring, make a d20 roll and add your Magic Attribute. If you roll lower than a 10, the spell fails. You do not expend any SP. Even if you had AP, you lose all AP until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Upcharging ====&lt;br /&gt;
Some spells will give you the option to make them more powerful by upcharging them. This involves spending additional AP and/or SP. This additional AP and/or SP must be spent when you initially cast the spell in order to upcharge it. If you upcharge a spell but the spell fails, you still lose the upcharged SP, even if the spell lets you retain the base amount of SP on a fail.&lt;br /&gt;
&lt;br /&gt;
==== Gesture, Verbal, Visual ====&lt;br /&gt;
Many magical abilities require some combination of gestures, verbal components, and the ability to see your target.&lt;br /&gt;
&lt;br /&gt;
'''Gesture.''' If you cannot move your arms or relevant appendages, you cannot cast magic with a gesture requirement.&lt;br /&gt;
&lt;br /&gt;
'''Verbal.''' If you cannot speak, you cannot cast magic with a verbal requirement.&lt;br /&gt;
&lt;br /&gt;
'''Visual.''' If you cannot see your target or the area you’re trying to affect, you cannot cast magic with a visual requirement.&lt;br /&gt;
&lt;br /&gt;
==== Lines of Sight and Effect ====&lt;br /&gt;
Sometimes, magic will specify that you need Line of Sight (LoS) or Line of Effect (LoE).&lt;br /&gt;
&lt;br /&gt;
'''Line of Sight''' means that nothing can obscure your vision between you and the target of your magic. This means that even if you meet the visual requirement to cast magic, but obscuring phenomena such as fog or mist is in the way, you cannot use this particular magic. However, if a pane of glass or a transparent force field is between you and your target, you can still cast the magic.&lt;br /&gt;
&lt;br /&gt;
'''Line of Effect''' means that no physical barriers may stand between you and the target of your magic. This means that obscuring phenomena such as fog does not block your magic, but a pane of glass or a transparent force field would block your magic as it breaks LoE.&lt;br /&gt;
&lt;br /&gt;
==== Area of Effect ====&lt;br /&gt;
Some Spells and magical effects specify that they affect an area, such as a radius, cone, or line. To determine the Area of Effect (AOE) of a magical ability, you can use the following guidelines.&lt;br /&gt;
&lt;br /&gt;
'''Cone.''' A cone originates from the spellcaster (on a side&lt;br /&gt;
&lt;br /&gt;
or corner of the square that they occupy). The width of the cone is equal to the distance that it is from the caster. (For example, at 5 ft away from the caster, a cone is 5 ft wide. At&lt;br /&gt;
&lt;br /&gt;
15 ft away from a caster, a cone is 15 ft wide.) The magical effect affects all spaces on the battle map that are at least half covered.&lt;br /&gt;
&lt;br /&gt;
'''Line.''' Choose a point adjacent to you, and another point a number of ft away specified by the magical effect. Draw a line to connect those two points. Any space on the battle map that the line enters is affected.&lt;br /&gt;
&lt;br /&gt;
'''Radius.''' Every space on the battlemap that is within the radius of the magical effect and is at least half covered is affected.&lt;br /&gt;
&lt;br /&gt;
==== Reactive Casting ====&lt;br /&gt;
A spell’s APC will specify if it can be cast reactively.&lt;br /&gt;
&lt;br /&gt;
==== Cantrips, Chants, and Prayers ====&lt;br /&gt;
Cantrips, chants, and prayers are unique magical powers that you might learn. These powers cost 0 SP to cast and you can cast them as many times per day as you wish. When you reach certain power levels, the power of cantrips, chants, or prayers become stronger.&lt;br /&gt;
&lt;br /&gt;
==== Rituals and Invocations ====&lt;br /&gt;
Rituals and invocations are magical abilities that take a significant amount of time to cast. Your specific Source of Magic will explain how often you can use rituals or invocations.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Sources ====&lt;br /&gt;
If you can use multiple sources of magic, then you choose one source to be your Primary Source. You can change this choice each time you level up, if you wish.&lt;br /&gt;
&lt;br /&gt;
All magic that you cast uses the magic attribute of your Primary Source, but halves your magic attribute when casting magic from a source that is not your Primary Source.&lt;br /&gt;
&lt;br /&gt;
'''Multiple Sources Example'''&lt;br /&gt;
&lt;br /&gt;
Jake wants to play a character that has both the [[Student]] of the [[Arcane]] and Initiate of the [[Occult]] talents. He chooses Arcane to be his Primary Source, meaning that INT is his magic attribute. If his INT&lt;br /&gt;
&lt;br /&gt;
is 4, then he has +4 to all magic rolls using [[Arcane Magic|Arcane magic]], and +2 to all magic rolls using Occult magic.&lt;br /&gt;
&lt;br /&gt;
==== Functions of Magic ====&lt;br /&gt;
The “functions” of magic refer to nine tags that spells and other magical effects will have. These tags are as follows.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Alchemy.''' Transforming a substance’s properties or physical composition.&lt;br /&gt;
|-&lt;br /&gt;
|'''Altering.''' Teleportation magic and other magic that changes a subject’s relationship to the world around it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Divining.''' Predicting the future, seeing beyond the scope of one’s own senses, and the like.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchanting.''' Magically charming and manipulating a person’s emotions and thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|'''Evoking.''' Powerful [[elemental]] or energy attacks, healing energy, and similar flashy magical abilities.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illusory.''' Changing something’s appearance, or projecting false images that aren’t really there.&lt;br /&gt;
|-&lt;br /&gt;
|'''Necromancy.''' Raising the dead back to life, either through resurrection or as [[undead]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Summoning.''' Calling forth creatures from another plane to serve alongside you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Warding.''' Protecting yourself or others from harm.&lt;br /&gt;
|}&lt;br /&gt;
Every magical ability has one function. If an ability refers to a magical function or a function tag (e.g., “spells with the Enchanting tag”), they refer to these nine functions.&lt;br /&gt;
&lt;br /&gt;
=== '''Sources of Magic''' ===&lt;br /&gt;
The five Sources of Magic are inseparably linked. When This multiverse was created, the six creator gods used the Fundamental Wellspring to create matter, energy, and spirit.&lt;br /&gt;
&lt;br /&gt;
==== The Fundamental Wellspring ====&lt;br /&gt;
The Fundamental Wellspring is as essential to the workings of the multiverse - and as esoteric and difficult to explain - as gravity or wind. One can feel gravity’s effects, or see the rustling leaves when wind blows, but actually explaining what wind or gravity is can prove difficult for one who is not specifically learned in such matters. The Fundamental Wellspring is much the same. It is a spark of absolute energy, of tremendous power and splendor, and of spirit and consciousness. It radiated outward through the multiverse in its inception. This Fundamental Wellspring causes matter and energy to interact in strange, unpredictable ways; in short, the Fundamental Wellspring allows magic to exist in all its forms.&lt;br /&gt;
&lt;br /&gt;
==== Essence ====&lt;br /&gt;
Essence is the stuff of souls, the mental and spiritual&lt;br /&gt;
&lt;br /&gt;
waves pulsing out through the cosmos as a result of the Fundamental Wellspring. A spiritual energy that washes through the Celestial Sea in great currents, Essence comes together when a new living being is born. Over the course&lt;br /&gt;
&lt;br /&gt;
of the being’s life, their experiences and decisions might generate more Essence - the more change they instigate in the world, the greater the amount of Essence they create - so that when a creature dies, their soul departs greater than the sum of its original parts. The Essence of the deceased returns to the Celestial Sea and remains intact for some time - weeks, months, or even a couple years - before it begins to deteriorate, swirling through the endless expanse until it is drawn into a new living organism.&lt;br /&gt;
&lt;br /&gt;
==== The Five Sources ====&lt;br /&gt;
The Arcane Source is the physical energy produced by Fundamental Wellspring itself. Casters that use arcane magic tap into the Fundamental Wellspring, using its mind-melting power to bend the world in accordance with their whims.&lt;br /&gt;
&lt;br /&gt;
The six creators are not the only gods in this multiverse. Indeed, they have an almost entirely hands-off approach to this particular iteration of creation, leaving the mundane affair of governing the multiverse to the deities born within it. Many deities exist within this multiverse, and they use Arcane magic beyond the scope of that which any mortal could hope to achieve. Mortals that use the [[Divine]] Source enter into a willing agreement with one or more deities to gain access to a sliver of that deity’s power. These agreements might be contractual in nature, or a devout worshiper might gain access to magic as a reward for their piety.&lt;br /&gt;
&lt;br /&gt;
Some of the ambient magic released by the Fundamental Wellspring coalesced into a single plane within the multiverse. Acting as a self-recharging battery, this plane’s magic eventually grew and evolved until it was distinct from arcane magic. This became the [[Primal]] Source of magic, originally contained within the plane known as the Everwilds. The Everwilds became the home of the fae and embodies three major aspects of existence: natural life, weather phenomena, and the height and depth of sapient emotion.&lt;br /&gt;
&lt;br /&gt;
While primal and divine magic can be traced back to arcane magic, the [[Psionic]] Source is altogether different. While arcane magic comes from the Fundamental Wellspring’s physical energy, psionic magic comes from the Fundamental Wellspring’s spiritual pulses. Psionic magic is the manipulation of one’s own Essence to impose their will on the world around them.&lt;br /&gt;
&lt;br /&gt;
Like psionic casters, those who use the Occult Source deal in the power of Essence. However, rather than training and enhancing their own Essence, an occult caster will steal slivers of Essence from planar entities of tremendous power. Deities and similar creatures often do not immediately notice when trace amounts of their power are stolen, as this is infinitesimally small from their perspective while it gives significant power to the [[thief]]. However, occult casters must tread carefully, for if their thievery becomes known, the consequences are often dire.&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Arcane&amp;diff=1132</id>
		<title>Arcane</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Arcane&amp;diff=1132"/>
		<updated>2023-11-21T20:43:07Z</updated>

		<summary type="html">&lt;p&gt;MyconidSovereign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arcane [[Magic in MythCraft|magic]] originates from the Fundamental Wellspring, and accessing this magic directly is very dangerous. Without careful study and training, this would prove impossible for all but the most powerful or lucky would-be casters. In order to use arcane magic, one must achieve a state of metaphysical awareness called Attunation. While the actual use of arcane magic generally requires diligent study, intelligence, and careful process, the ability to use it at all requires one to be open to the Fundamental Wellspring through this Attunation.&lt;br /&gt;
&lt;br /&gt;
Achieving Attunation requires an enlightenment that comes primarily from the act of learning and mastering a craft. Attunation and the use of magic can vary greatly. Mages achieve Attunation most commonly through study (This is also commonly done under a master), although some may undertake other endeavors that both calm and open the mind. Troubadours may achieve Attunation through creative endeavors, such as singing, dancing, or even playwriting. Tinkerers might achieve Attunation through crafting.&lt;br /&gt;
&lt;br /&gt;
If you use arcane magic, consider how you achieved Attunation, and be sure that you regularly practice maintaining your Attunation. If you do not, your MC may impose detrimental effects to your capability as an Arcane caster.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
An arcane caster generally has a physical object on their person that acts as a mental focus for their Attunation. If this object is destroyed, you can recreate it given a week of downtime. This might be a spellbook, gem, crystal, instrument, tool, or some other meaningful or sentimental item.&lt;br /&gt;
&lt;br /&gt;
=== Intent ===&lt;br /&gt;
Arcane magic operates through the intent of the caster directly and not through a proxy. The act of using arcane magic is an attempt to change reality to the benefit of the caster. For example, one caster may prefer their spellbook well-worn, with pages dog eared and bits highlighted, while another prefers a pristine, almost unused quality.&lt;br /&gt;
&lt;br /&gt;
The second caster, upon casting the Mend cantrip on the spellbook, may undo all the wear and tear, and the first caster may cast the same cantrip on it again, restoring all of the “love”.&lt;br /&gt;
&lt;br /&gt;
If you are unsure of the effects of a spell or cantrip, consider the caster’s intent. Arcane casters who attempt to use simple tricks to cause great effect or harm, fabricate actual intent disingenuously, (such as the mental trick of convincing oneself they consider a book “fixed” when it is clean, for the purpose of passing off a used book as new) or practice pedantry will likely be blocked from Attunation and the ability to do so, or at the MC’s discretion, may catch the eye of a planar being who thrives on such trickery.&lt;br /&gt;
&lt;br /&gt;
=== Backlash ===&lt;br /&gt;
Arcane magic drawn directly from the Fundamental Wellspring is inherently volatile. When you roll a 1 to hit when casting a spell or cantrip, the magic automatically fails and you take [[damage]] equal to its SPC (min 1). This damage immediately ends your turn, and you do not carry over any AP and as such cannot act reactively until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
If you take Backlash damage that exceeds your current level, you may roll 1d20; on a roll of 10 or higher, you only take damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
If you do not have your Focus when you cast arcane magic, you trigger backlash on a roll of 1 or 2 and take three times the damage (after accounting for your character level, if relevant).&lt;br /&gt;
&lt;br /&gt;
=== Critical Casts ===&lt;br /&gt;
If you crit (see p. 328) on a spell, then you reduce the SPC by 10. If the spell costs fewer than 10 SP, then you expend no SP.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Magic Types ===&lt;br /&gt;
In addition to spells, arcane magic gives you access to cantrips.&lt;br /&gt;
&lt;br /&gt;
'''Cantrip.''' Cantrips cost no SP and you can use them as many times as you wish.&lt;br /&gt;
&lt;br /&gt;
=== Arcane tags ===&lt;br /&gt;
These tags are referenced in various arcane spells and cantrips.&lt;br /&gt;
&lt;br /&gt;
==== Arcane Power ====&lt;br /&gt;
Arcane Power is the total number of talent Points you have spent on arcane talents as a result of leveling up, as well as the number of talent points you have spent in certain classes and class stacks. Each class or stack will inform you if it contributes to arcane power.&lt;br /&gt;
&lt;br /&gt;
==== Arcane Ritual ====&lt;br /&gt;
If you know a Spell with the Arcane Ritual tag, you may scribe that spell into a book by spending at least one hour doing so. Spells recorded in this way can be cast without expending SP if the SPC does not exceed your maximum SP. This requires the spell’s full casting time + 10 minutes.&lt;br /&gt;
&lt;br /&gt;
You can cast one arcane ritual per day in this way, regardless of how many arcane rituals you know.&lt;br /&gt;
&lt;br /&gt;
==== Fundamental ====&lt;br /&gt;
Spells with the Fundamental tag can only be dispelled using the Unravel Magic spell from the arcane source.&lt;/div&gt;</summary>
		<author><name>MyconidSovereign</name></author>
	</entry>
</feed>